You are Frank Harrison, a rebel, who lives near City 17.
You wake up and find that the Citadel looks like it is about to explode and those scientists are urging you to flee the city.
No need to tell you twice! Off you go and good luck – you’ll need it.
Basic Details
- Title: Dangerous World
- File Name: hl2-ep2-sp-dangerous-world-v2.7z
- Size : 403MB
- Author: TiiM
- Date Released: 30 November 2009
- Copy the DangerousWorld folder into your SourceMods folder.
- Restart or start Steam.
- Dangerous World should now be listed in your Library tab.
If you require more help, please visit the Help page.
Panoramic View

Please Note: Panoramic images only are available in full screen mode. You can either open one by click the image link above or by saving it to your computer and then opening it.
How to use: Once the image is open and your cursor is on the image, press and hold your left mouse button and move around the image. Use your mouse wheel to scroll in and out of the panoramic image.
Screenshots
Click on the thumbnails below to open a 800 pixel wide image.
WARNING: The screenshots may contain spoilers.
The iamge numbering is wrong, sorry. AT least it will keep you guessing!
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Please note: These statistics are valid from December 2010
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1,225Overall
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1Today
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10Last 7 days
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41Last 30 days
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873365 days
This mod is NOT suitable for use with MapTap
8th December 2009
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8th December 2009
I apologize for the delay in posting this, but with larger, longer mods it always takes me a while to play and upload the files.
I originally posted this as a demo and it was highly regarded by me and PP readers. Well, you will be very pleased to know that the quality continues. It is without doubt one of the best releases, this year and perhaps ever and will surely appear in the Mod Of The Year 2009 vote in January 2010.
The quality is abound, in the mapping, it the sequences, in the details and most of all in the gameplay.
Visuals
It some parts, especially the city ruins, it’s fantastic, although there could have been more effort put into the areas you can see but not play. I remember waiting for a mini-lift and looking around and seeing an area where Barney and a few other rebels have come from and comparing it to the area I was about to play and it was a stark contrast.
Besides that it is hard for me to find any fault with the mod.
Gameplay
There’s a little bit of everything, for all types of players. I was frustrated to have been killed once when I made the wrong choice and that choice was not clearly wrong. I was also frustrated by image 23, where I was punished for exploring. I didn’t find a way out of there, but please let me know if you did!
Overall, I didn’t feel there was enough tension building the finale was a slight let down, but not the end sequence, (I’m not talking about the credits, which I didn’t really enjoy, although I accept they were very well done.
The fact I died because I wasn’t driving fast enough was really annoying, but you could argue that I was constantly told to get out of the city as soon as possible.
I apologize for picking holes in an otherwise superb release.
Summary
Without doubt, you MUST play this mod and I am sure nearly everybody will enjoy it. Can’t wait for Dangerous Worlds 2.
Beautiful, engaging and great fun
12th December 2009
Philip I’ve never had a problem with any mods/maps on this site before, but this one is a real humdinger!!! I eventualy downloaded it despite my dreadful broadband at the moment(it takes forever to download now, why? I don’t really know,a problem with the local exchange I think as many others in the village are having the same very slow download speed trouble) The thing is; after finally managing to download it,I can’t unrar,or7z un zip it!!! all I get is a message saying no archives found!! I’ve tried all I can think of, but it seems to no avail!! I played the demo with no problem and was looking forward to this full version,now I’m stuck with a downloaded 370megish file I can’t do anything with!! Any suggetions,or help appreciated,thanks.
16th January 2010
I have the same problem as you – error message reads “cannot open file as archive” – how dis you get around this?
16th January 2010
I have the same problem as you had – getting the error message “cannot open file as archive” – how did you get around this?
16th January 2010
Hopefully somebody more knowledgeable will turn up and solve your problems. If not and as a last resort only:
Go to strategyinformer.com and search by ‘file name’
Warning it’s an .EXE file 450mb.
Which is why it’s better to work with PP downloads if you can.(and safer).
16th January 2010
Whoa! I typed without engaging brain first, sorry about that.
I know the downloads are fine and it can’t be anything to do with Steam because you haven’t got that far. Could be that the problem is your unzipper.
First see Phillips ‘How to’. Tab at the top of the page.
In the section ‘Saving and Uncompressing’ there’s link to 7zip.
It might be worthwhile removing your current 7zip with
Control Panel but check with Windows Explorer to remove any remnants that may have been left behind.
Re-install using Phillip’s link and try again.
Hope this works for you, it’s a darned good mod.
8th December 2009
FUUUUU-
Dangit, there goes finishing my mods by christmas. If I’m lucky I might actually get around to playing this one sometime at the end of March. Nice to know Phillip likes it though. I’ll grab it now and save it for one of the last ones I play so I finish up my mods on a high note.
8th December 2009
Unless you are playing something that is in the top ten of my or my readers’ recommendations, I suggest you stop and play this. You”l have to ahve played it by 31 Decemebr or you won’t be able to vote fairly in the Mod Of The year 2009!
11th December 2009
Well, I finally set aside some time to play this mod. Trying to give a recommendation for it is incredibly difficult though. I find that I enjoyed every single part of it, and yet when viewed as a whole it feels entirely disjointed.
The first map is exactly the same as what you were able to play from the demo. It even still has the glitch where if you get the RPG launcher and SMG grenade, you can blow up the dropship’s cargo before it lands and it ends up endlessly flying back and forth in circles.
It really impressed me how the entire area manages to tell a story about the life of the character you play as, but what I loved the most was how it was filled with so much optional content; entire events that you could simply not even see or know existed if you didn’t go looking for them.
After this the maps seem to focus on 2 things; tying into the HL2:Ep1 story and being creepy/scary/mysterious. While either one alone is commendable, it’s my personal view that if you’re going to attempt to tie into the cannon storyline, then you need to be even MORE careful about keeping your mod in line with cannon material. Unfortunately, the “creepy/scary/mysterious” stuff ends up almost coming across as Half Life 2′s version of Race X; it looks neat and would be cool if the mod was standing entirely on its own, but I’m left going “wait, this type of thing never happened in Half Life, does the Half Life universe even allow for this type of thing?” furthermore, none of the creepy/scary/mysterious stuff ever played any actual role in the story, so it felt utterly superfluous. Even Half Life had Gman actually doing something at the end of the game.
I also noticed that if you went into the passage that the Ant Lion Guardian first comes from, you wind up going across a wooden bridge in the middle of a giant cavern, there’s a ladder going down from the pipe that the bridge is sorta resting on. If you go down the ladder you wind up looking at what SEEMS to be a tunnel, but you just kinda stop when you try to go into it. That part felt like they had originally planned to do more with that section, but then stopped and forgot to get rid of that area.
The further the mod progressed, the less optional content I noticed. This seemed to coincide with when you started traveling with a squad, which seems mostly understandable since the whole exploration thing works much better when you don’t have a pack of rebels following on your heels. This also seemed to be the point that the mod’s storyline was getting woven in more directly to HL2:Ep1, which may be another reason for less optional content.
The ending is both cool and incredibly frustrating at the same time. It’s a time sensitive mission, but how much time you have, when the timer starts, or what your time is contingent on isn’t made at all clear. You can even end up only 5 feet away from where you need to get to when it tells you that you ran out of time. The real frustration in this is that the last map transition before the end just ejects you from the car and you have to go running back to get into it in order to keep going.
There’s also 2 bonus maps. The one is just a simple arena where you have combine, zombies, rebels, and possibly antlions coming into that you can fight with. It seems like it just keeps going til you die. The other is what seems to be the original inspiration for Dangerous World. Essentially it’s a giant battery hunt, it gets rough at one point, but it’s manageable.
All in all, each aspect of this mod is worth playing it for; the open explorations, the creepy sections, the Episode One tie-ins, etc, but none of the aspects really complement each other terribly well. It’s close, but it just doesn’t quite hit my “play it now” list, but it easily makes “Play it Soon”
The weird thing is that I think it COULD be “Play it Now” if they only replaced the scenes with the bald guy in black with Gman. It’s not like gman shows up in episode one, since he’s being blocked from gordon by the vorts, so there’s no reason he can’t be wandering around in this mod, especially for those particular scenes. As they currently stand, there’s no reason for them and they have a “Valve doesn’t accept Race X as part of Half Life cannon” effect.
8th December 2009
I just started that mod yesterday I have to say it’s pretty impressive so far.
8th December 2009
Is this the English version like the demo??
8th December 2009
Yes, says so in the Download section.
I should also mention that to my knowledge, both versions use English for voice (from HL2 etc) but have different caption text languages.
8th December 2009
I’ve added another mirror.
8th December 2009
Yeah great mod. I didn’t get through the last tunnel with the buggy – kept seeing russian text and thought ‘is that the end’. I see from the images theres further to go – hurray.
Definitely a contender.
8th December 2009
Love the mod, but I’m stuck in the underground parking garage with the antlions. I see the grate and a place to put something into, but I can’t find the crank. Any ideas?
8th December 2009
Go back towards the Antlions. There is a room around there with the crank up a stairwell.
8th December 2009
I played the demo, and I’ll probably love this. It’s awesome so far. One of the best mods ever of 2009. A must freakin’ play. And also, one of my favorites so far. Loads of fun, incredible level design, balanced gameplay and the non-linear feel it gives to the player. Just. Awesome.
8th December 2009
Amazing! This is one of the top five HL2 mods I ever tried.
Fantastic level design, great visuals and interesting puzzles that fit in to the environment. Spectacular action and epic scripted sequences.
It also does a good job with the story. This mod is a good example that a good story mod do not necessary need custom voice acting.
There is almost nothing negative about this mod. The only thing I can think of was a small issue with a scripted sequence not being triggered. Another very small issue is that I think rebels should avoid having a HEV-suit and the gravity gun.
This is certainty one of the best mods in the history of Half-Lite 2. A future classic!
8th December 2009
I don’t believe this mod has a story. Besides a few background details about him, where is the story?
8th December 2009
When thinking more about it I guess you are right. It does not really have a story of it´s own. It rather incorporate itself in the story of Episode1. The events in the mod fits very well in the official HL2 story. But when doing this, is the mod not actually telling a story?
Well, I don´t really know. Certain is that this aspect of the mod is one of the reasons I like it so much.
8th December 2009
Copy the DangerousWorld folder into your SourceMods folder.
Phillip, I have just downloaded this from the MODSITE network link and there is no folder just files, what do you recommend?
8th December 2009
I say this in the Download section:
Please create a folder called DangerousWorld and put the contents of the downloaded file into it and put that into your SourceMods folder. I will create a new file next week. Sorry for the inconvenience.
8th December 2009
Sorry by folder I mean one named DangerousWorld
8th December 2009
Sorry, in conjunction with your previous comment, I don’t understand this one.
9th December 2009
The file you’ve downloaded is an installer. Just double-click on it and follow the instructions. It will install the mod automatically (hopefully) to your source mods folder.
9th December 2009
No, he downloaded the normal file from here, it’s just that I packaged it wrongly and instead of having one fodler which he would need to copy to the SourceMods folder, it contained all the files.
He’s all set now.
16th January 2010
Could you help me with this please Phillip? I have the same problem as you had – getting the error message “cannot open file as archive” – how did you get around this?
16th January 2010
Which mirrors have you used? If you have only tried one, please try another one. I’ll download them all and check on my end.
16th January 2010
aaarrgh – another 360 megs off my cap limit……..pretty sure I used the Modsite link
16th January 2010
I have downloaded the Modsite and GamesModding and both open fine with 7zip. The FileFront one is still downloading.
8th December 2009
You can compare Dangerous World to a less-polished, more nebulous Minerva: Metastasis. It contains some excellent gameplay and beautiful set pieces, but it feels like the locations visited do not really have a reason to be connected. There were some elements that, while implemented excellently, simply did not make sense being included in the mod. (For example, the creator should pursue creating a horror mod instead of adding horror elements to a HL2 mod.)
Frustrating instant deaths and a generally bland last few maps leave me wanting more from the creator, who obviously has the capacity to replace those issues with stunning finales and logical warnings of danger.
Fun, engaging gameplay and level design tend to lead the player through the game. Very cool City 17 battles, with the exception of an immortal strider.
Overall, an amazing example of HL2 modding. Download this ASAP.
8th December 2009
Thankyou Phillip have done so and I am up and running. What I mean is that there was no mod folder in the download. All clear now thanks.
8th December 2009
I felt they should have tested it more, there was so many bugs that made progressing impossible that i had to stop playing. First map had very bad optimization. Eaven the size of it was tiny, gate didnt open, some textures did scale as they should or were alligned badly. On second map i got crushed by boiler or something dropping down on me, i liked the antlion caves, first one i have seen in fan made map. This part lasted like 2minutes, that was way too short.. i got feeling that they just sewed random maps together.
Next map had some WHITE flashing lights and horrible texture work, when i entered the airduct i fell into some kind of “team poster” room and died on acid. After reloading and using the controls nothing did (once again) happen and i was stuck in the room with WHITE flashing lights.
After this i stopped playing, i hope the rest of game is better than first part. Another example why you SHOULD playtest your mod before releasing it to public.
+ Antlion caves
- Several severe bugs
- bad texture alignment
- bad lighting, or lack of it
- Zombiecluster?
- illogical problem solving and progression,
most time i had no idea what to do next.
I dont want to rate it yet, i hope they fix these issues soon.
9th December 2009
[This section of the comment has been removed because it broke the house rules on comments]
It’s all about a puzzle. To open the gate, you need power. To get the power, follow the power cables leading to a tunnel, in the left side there’s a power box, turn it on and there you go, the gate has now power and can be open. White lights? What’s wrong with them. That part in the air duct is actually supposed to screw up with you. So just don’t go there, pretty simple. I agree that the first map had a bit of bad optimization to it, but It’s still awesome.
8th December 2009
After the gorgeous EP2 style beginning from the Demo perhaps my expectations were too high. Unachievebly high maybe.
I did not mind the recycling of assets from EP1 and even a few from HL2 because those well worn paths were altered.
However, it did turn into an EP1 mod for me but at least Alyx was not in my face all the time but the flipping antlions were. I find filling antlions holes tedious in the extreme.
Is it good mod? I think so.
Will I play it time again? Yes but with very long periods in between.
I desperately wanted to give it a PF but found it a little wanting ie to much like EP1 and not enough like EP2
I had no bugs or invisible walls etc and thought the mapping was rather good. The appearance of Dog on the station roof was a great moment of entertainment.
Combat gameplay was enjoyable.
9th December 2009
I’ve just found this by the author:
TiiM Dec 6 2009, 5:56am says:
Yes, dw2 is coming in 2010.
Good news and thanks TiiM.
8th December 2009
I’ve just added a panoramic image. I apologize for the few minor errors, but this one took 3 hours (in between doing other things) and it drove me crazy.
Anyway, I hope you like it.
8th December 2009
Had downloaded it before from the (Slovenian?) website. The linguistics were not bothersome because menu placement is the same.
Awesome mod by any standard. Some very original ideas here.
9th December 2009
Um, a little help please?
I just exited the zombie corridor where you can turn the lights on, but the zombies wake up and am now in a huge antlion cave with a wooden bridge, and now i have no idea where to go.
9th December 2009
Go back past the Antlion Guard. I was stuck there for ages. On that bridge must have spent 20 minutes aligning myself to jump down below across that gap. I made it and survived.
9th December 2009
Well done if you made that jump I tried for ages with no success.
(possible spoiler ahead)
There is also an entrance up above the large pipe. I managed to get up there using barrels and crates but I think there may be an invisible wall there as I kept falling when I tried to jump into it.
9th December 2009
Or.
When the Antlion Guard appears run back the way you came, rapidly!
What happens next? Over to you.
I’ve played this mod 3 times and found alternate routes in several places
9th December 2009
i just shot the antlion guard with a rpg and killed it lol
9th December 2009
We played the demo of this before right, but I couldn’t find the demo page on PP. I’d like see my previous comment on the demo, I know I commented on this.
9th December 2009
I deleted that post, sorry. I should mention that the previous demo releas was much, much smaller than this final release.
9th December 2009
It’s ok. I remembered what I said after playing it a while.
Pretty good, I must add.
9th December 2009
Really good mod – long, varied, put together with much care and attention to detail. It is confusing in places, but never to the point of utter frustration. The use of deliberate dead-ends means you should make sure to quick-save before heading into the unknown!
9th December 2009
I remember the demo on this one, Ii am so glad it is finally out. My work has me doing crazy split shifts and now have, oh say, 9 mods I am behind on. Darn work. I think this will be up there with Strider Mountain.
9th December 2009
This was a awesome mod i remember playing the demo and when i saw the start of the bonus map i nearly fell out of my chair it looked so good
9th December 2009
The removed map
10th December 2009
and i loved the actual mod map too they were awesome
9th December 2009
Need help.
in the city, when the strider strikes, theres the building wich the doors blast open. after a quick fight , the manhacks comes. and you have the 2 blue barriers. what do i do??where am i suppose to go or do? the doors that i came threw are shutdown. and i can see that energy ball that im suppose to shoot with my gravity gun.
9th December 2009
Listen to Barney!!
11th December 2009
I’m stuck there to and all I hear him say is keep the citizens safe and let’s get these people moving.
11th December 2009
Throw a grenade into the vent hole on the right. See image 63 for what it should look like.
11th December 2009
the vent hole on the right is closed … not like on image 63
12th December 2009
yeah, happened to me too the first time. I just had to noclip through the wall and knock the ball out that way.
That means that barney won’t do his scripted event and you’ll probably have to noclip your way through the next door as well, then a new map will load, and you should be fine.
It doesn’t really effect the game much, on the next map you spawn with some rebels, and barney comes out of thin air a little bit later as well.
12th December 2009
thanx!
9th December 2009
There were differences between the Demo and this, obviously in the opening stages, but no problem with that – it has been “polished”.
Later, sometimes I was killed or severely damaged for simply going to the wrong place – annoying, but not a major problem. But it shouldn’t happen.
(Phillip- image 23 – I had the same problem).
My machine crashed several times at the “garage ” towards the end – when the antlions are chasing, and the barnacles catch them, and the zombie combine. If I tried to fight it out – crash! — I got through it by running up the the stairs and hiding, this stopped the antlions coming and the barnacles dealt with most of them and the zombies too!
It worked, but somehow it didn’t feel right.
It might also be a problem with my machine, though I’ve not not had any similar problems before.
That sounds like a whinge – but it’s not really!
Excellent mod – I was actually very disappointed when I finished it, simply because it was finished!
I would like to have continued for much longer.
And I thought the way it tied it to the main story was brilliant!!!especially when you overhear Alyx and Gordon after their traincrash.
I think that demonstrates how much thought went into this.
Well worth playing —- and Well Done to the Mod team.
11th December 2009
There was a lot to love in this mod, and I’d like to thank everyone that helped to make it possible. I loved the tie-in elements with episode one!
There were a few bugs, but what really singed my fur were the horror/gotcha elements. In at least three places, the player is killed for exploring the map: the hazard pit, anti-gravity skeletons, and a tunnel-lurking G-Man. Easter eggs are fine. Easter eggs that kill you, not so much.
If you can shrug off the team’s mean streak, it’s a great mod!
12th December 2009
I guess we have to consider this mod as one on the major releases of the year, certainly with its fine mixture of action and puzzling out the path ahead it’s on par with the best this year.
I did not remember too much about the demo version and find the first couple of levels not that inspiring, an opinion I am sure many will not agree with.
It seemed to me that the author had not quite made his mind up whether the balance of the gameplay was going to be action or situation solving, and we ended up with a couple of confusing early levels that were frustrating to a degree due to a few obscure key links, noticeably the power supply box and switch in the opening sequence and the valve wheel in the next level. I can imagine new and or inexperienced players given up during either of these levels with the second level being particular difficult to figure out. In the end I managed to locate two valve wheels but neither was easy to find with a tortuous path to the second.
For me the mod improved with progress while remaining a challenge throughout, be it Combine and their hardware or solving situations the gameplay balance settled down on an even keel, and whilst hard at times the fun factor improved with Dog and the car ride. This was another mod whereby the author seems bent on challenging the player with every piece of hardware in the Combine arsenal, resulting in some tremendous battles at both street level and in the air, not to mention one unique sequence with an apartment building’s front blown-out such that one was exposed to enemy fire from both within and outside at street level plus a gunship thrown in, great mapping.
The standard of set- design and detail content is admirable all through the mod with no apparent short cuts taken the author packs every sequence with meaningful content, such that every set needs to be explored for avenues, twists and turns so adding to the already rich vain of situation play that runs through the game.
Where this sits among and alongside the previous 2009 releases will no doubt be established shortly by PP members, for sure it must be considered a top ten candidate, for the time being I will recommend a play it now.
12th December 2009
I played it in half a day it was pretty fun. The creepy part were… Well… Creepy… I see how those parts tie into his story and the Half-Life story. But the one part where that skeleton comes at you with all the lockers just doesn’t make scene. Maybe in Dangerous World 2 he will tell how the guy has brain damage. I don’t know. But over all he did a good job tyeing his story with Half-Life’s story. I really liked the open exploration. It was alot of fun looking in every nook and cranny. But when I got to the rebels I felt like I was being rushed and didn’t have time for exploration. But all in all it was fun. The ending credits were awesome too. And if you wait till those are over you will see the background map for Dangerous World 2. This mod is a MUST play. I mean it’s just awesome. Also I must say this game has some great cinematics. Go play it.
12th December 2009
Good 2 hours gameplay, puzzles, nice maps, ending is a bit tame
12th December 2009
Help!
This is a beautiful mod. Gonna have to play again to find all the missed bits..
I am now on bonus map 2 and for the life of me can’t figure out how to get the gate to open. I’ve found all of the cells and put them on the shelf but the gate won’t open. A subtle hint please?
13th December 2009
Fooled me for a while as well, have you got all 4 cells ?
13th December 2009
Undoubtedly one of the better mods that I’ve played. I loved that little extras that were put in, such as that ghostly bald guy and those shock hallucinations. Game play was very solid. Level design for the most part was superb. The only aspect that prevents my full endorsement is the bugs. Sometimes, the shock hallucinations would kill me although they apparently weren’t supposed to. Also, I’ve run into a few invisible walls that killed or stopped me when it really would have been better if they were not there. Besides the bugs, this is a mod that everyone should at least try out.
14th December 2009
*sigh… is there a walkthrough?
14th December 2009
No, mainly because it’s not that hard to complete. I know that’s relative but generally if I can complete a level, anybody can! Please don’t hesitate to ask if you get stuck, we’ll all help you out.
15th December 2009
This was easily a PF from start to finish.
The transition from fighting zombies, headcrabs and electric fields alone and underground to fighting combine and striders above ground with the help of rebels, played out perfectly.
This mod had about the right amount of non-linear gameplay giving it a nice level of exploration. Repetition and boring gameplay did not exist here.
The final cut scene was done well enough that it deserved a few replays. Even the credits deserve recognition.
No negative comments aside from a few minor glitches.
17th December 2009
A kicking ass mod, great job !
18th December 2009
Hi well walkthrough would be nice because when You play the game for the first time it is impossible to guess when You realy stuck or the mod is just failing to go on.
18th December 2009
or just tell me what to do at the train station from the end of HL2EP1 ? found the car and when I’m trying to drive the car into the tunnel with Gman inside I die every time in an explosion (white screen, death, reload).
18th December 2009
ignore above comments found the solution >:( in the internet
25th January 2010
i am stuck there too. whats the solution?
25th January 2010
Wrong tunnel. You need to jump the jalopy over to the other side.
19th December 2009
Got stuck in a couple of places:
The first was just after you meet the first Strider and end up in a building with a central stair case. I’d killed everything that needed killing and must have missed a trigger as nothing else happened until I reloaded. The issue was down to the vent over the energy ball thingy not blowing out he first time, it did perfectly what it was supposed to on re-loading though….
The second was at he (shut) train station, when Dog seemed to go into a bit of a loop and things went a bit bonkers, on re-load though he smashed the wall and it went on ok from there…
The Bonus Maps were very good, though I can see why you left them out, they’re not quite up to the finished article standard…but still streets ahead of many other mods out there….!
A definite Personal Favourite, no matter what anyone says, Valve should be in touch in due course with that job offer……
22nd December 2009
i am stuck in the dark room with the filing cabinets. but cant move the cabinets to get to the aircon duct entrance! can anyone help?
22nd December 2009
I might be wrong but you should have the gravity gun by now.
22nd December 2009
I er uhmn … thanks man …
22nd December 2009
believe it or not i actually managed to hop on top of the cabinet and gently over balence them using the backlight as a guide
23rd December 2009
Just a great fun map. I’m almost done but I’ll start anew to find the alternate routes mentionned. Love the puzzles (crank, antlion guard). I spied from the spolier that a jalopy run is ahead of me. Can’t wait.
24th December 2009
Got stuck in a couple of places:
The first was just after you meet the first Strider and end up in a building with a central stair case. I’d killed everything that needed killing and must have missed a trigger as nothing else happened until I reloaded. The issue was down to the vent over the energy ball thingy not blowing out he first time, it did perfectly what it was supposed to on re-loading though….
The second was at he (shut) train station, when Dog seemed to go into a bit of a loop and things went a bit bonkers, on re-load though he smashed the wall and it went on ok from there…
The Bonus Maps were very good, though I can see why you left them out, they’re not quite up to the finished article standard…but still streets ahead of many other mods out there….!
A definite Personal Favourite, no matter what anyone says, Valve should be in touch in due course with that job offer…… Definitely a classic..!
28th December 2009
It’s still a “Play it now”, but the end is really lame. Jalopy still steers like a coffin….Well, off to alternate routes now.
28th December 2009
Help! I am currently stuck under ground just after the electrified water. The hallucination in the hallway with the lockers and the skeleton just happened and now that hallway is gone and I can’t move on.(screenshot #52)Please help and thanks!
29th December 2009
Figured it out, thanks again for the mod!
16th April 2010
Stuck @ 52 as well. Perhaps I’m just dense or missed a trigger. Hints welcome.
16th April 2010
It’s been a while since I played this so I can’t remember what to do, hopefully somebody will be able to help you.
16th April 2010
@Clueless.
At screenshot 52. That lift will not work. In the same room there is a plug.
Plug it in to power up the elevator on one of the floors above. Go back up. After the ladder there are 2 ways to get to the working elevator.
My way was to find the van and crawl through it.
You have a nasty surprise awaiting you!
26th April 2010
Thanks Jasper. I had tried, and for some reason failed, to break the board on that van some time ago and so considered it part of the scenery. Second time was the charm. Thank you for the tip!
29th December 2009
Help! I’m stuck in the underground carpark with the antlions and can’t find the crank handle to open the gate
29th December 2009
Go back the way you came and find a room where the antlions enter the area. There is a stairwell to the right, go up it. Beware the antlions though.
30th December 2009
OK I must be the dumbest Gordon out there but I picked up the crank handle, raced back into the other area to use it, fallen through the collapsed floor, opened the other gate at # 50 and am now trapped between 2 floors where you can crawl through the abandoned van. Can’t see any way out on either level
HEEEELP MEEEE!!
30th December 2009
After you have crawled through the van there is a lift. I think you have not powered it up.
Screenshot 51. End of the corridor where the zombie is. Room on the right Plug in. Go back
2nd January 2010
I need some help, I’ve gotten to where “dog” is ( at the warehouse where the 2 trains are ) Me and “dog” are at the rear exit and can’t get out ( I’m thinking that “dog” should remove or break the door down, but he does nothing ) “Dog” cant get out through the front exit because one of the trains is blocking his path, So the rear exit is where the both of us are suppose to exit ( I’m guessing ) Any ideas from anyone?
2nd January 2010
Check image 83. Next to you (from the player´s point of view) there is a fence. Bring Dog close to it and he should smash it down.
2nd January 2010
You see where “dog” is standing in image 79, when the both of us go in to that exit hallway and to the end, that’s as far as we get. ( is this the right way to exit? ) if so, can’t get the door open and “dog” does nothing.. So, I’m inclined to go back the way I came. I’m stuck in image 79 area..
10th January 2010
Wow, just wow.
Overall fantastic mod, polished and balanced.
My favorite part is the underground levels, which are prodigiously enjoyable. Play it now!
17th January 2010
Yup, this mod is a PF, I mean, it came out of no were, has an amazing quality, and it’s also a parallel, were you go through areas that Gordon and Alyx are still active, it’s pretty much the best mod for source based in the HL universe to date, play it, that’s all I can say…
24th January 2010
definitly good work I have played it twice and will play it again
25th January 2010
am stuck at gman in tunnel. have got the car but repeatedly getting knocked out of car and sudden death for why dont know
25th January 2010
Its because that’s the wrong way.
27th January 2010
I seem to have trouble with this mod. It looks fantastic and I played the demo a year back with no problems. But this time I keep experiencing crashes whenever it is loading the second map (after I open the gate). As a result I never got past the first map
. It crashes even when reloading the first map from a save. I tried lowering the settings and playing through the first map without reloading to no avail. I don’t think it’s a problem with my comp though because I replayed Ep2, R&D mod, and Offshore mod without problems. The only error message I receive with dangerous world is that during map loading, the game either gives a”hl2.exe has encountered a problem and needs to close” or the system freezes up forcing a hard reset. Hopefully the author releases a patch to fix these problems as it seems to be a great mod. It would suck for players who have problems like mine to miss out
.
I have HL2, Ep1, Ep2, sdk base 2007, HL:S, and CS:S installed and they run fine. I hope the mod isn’t trying to access Portal game files because I don’t own Portal. Thanks to anyone who can provide help.
1st February 2010
Where did you get the Gravity Gun?
1st February 2010
Not a bad mod. A few inexplicable crashes/freezes and no way (for me, anyway) to finish the car race in time. Not even noclipping to where Dog waits avoids the mission failure messsage.