
You find yourself seemingly alone in an underground base, probably on Mars.
Explore the areas open to you and see what you can find.
In fact, if you look carefully the base has a few surprises and perhaps even a means of escape.
This was an entry for the SMC Mapping Competition 4.
- Title: Mars 002
- File Name: hl2-ep2-sp-mars-002.rar
- Size : 2.66Mb
- Author: cssghost
- Date Released: 15 July 2009
- Source: SMC Mapping Competition 4
An English version is now available..
These links have been updated to link to the new English version released 18 July 2009.
Linking directly to the PlanetPhillip Direct Download will not work, please link to this page. Thank you.
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- Copy mars002.bsp into your Half-Life 2: Episode Two Maps folder.
- Copy mars002.ain into your Half-Life 2: Episode Two Maps/ Graphs folder.
- Launch Half-Life 2: Episode Two
- Open the console and type map Mars002.
- 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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15th July 2009
Half-Life 2: Ep2, Single Player Mods and Maps
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[...] Mars 002 (HL2:Ep2) [...]





































15th July 2009
I enjoyed this but it certainly needed more testing; I got stuck behind some containers and I am sure there are other minor issues. The order of which door opened after what event was never clear, at least to me In fact I had killed everything before I found the weapons room, so that was a little frustrating! That said it’s a nice little map, almost BM in style but not quite, because of the Combine textures and general layout.
Visuals
I thought the ligthing was okay, although I am interested to hear from the mappers about this. I particularly liked the central area of the corridor cross. There was perhaps a little too much coloured areas; reds, blues greens etc.
Gameplay
Lacking. Sorry to be so blunt but there really was only one large are that was interesting, the rest of the map was 95% exploration, which is great if you enjoy exploring.
Layout/Design
As with many maps made for competitions the feel is for something small, in this case it’s simply a few large areas joined with corridors and a lift shaft. Most of the areas don’t really make sense and their use is not clear.
Summary
It’s close to being a cool map but falls short, because of the amount and placement of enemies.
Too empty for me.
15th July 2009
Huge rooms, huge long corridors. Of the 10 minutes you might spend on this map, if you don’t get bored to death first, you will spend 9.1/2 minutes just getting from door to door – I kid you not.
Gameplay, er what game play.
SPOILER.
One room with the denizens of Ravenholm and you get to blast a few speed zombies as all the rest get blown up – dunno why, they just did.
15th July 2009
Was alright, I guess. It’s more of an exploration map, but there wasn’t really too much to explore. For some reason, you get more weapons at the end after defeating all the enemies (at least I think you were supposed to defeat the enemies first). The only part I liked was the lighting and atmosphere. Play it if you really want to.
16th July 2009
Give me some weapons and something to do, dammit! The layouts and lighting bordered on interesting, but as a playable map it’s poor fare.
17th July 2009
A pretty good map, but I got lonely before finding something to shoot at… and that was a crate! After all that walking, I need to take a nap.
9th September 2009
Well said!
18th July 2009
The links have been updated to link to the new English version released 18 July 2009.
27th July 2009
I found this map rather boring. It was very difficult to understand what to do.
22nd November 2009
I liked the feeling of being alone in a big base, but too little action for all the walking around I did. I was expecting all hell to break loose between the storage room and space ship. Disappointed. I did enjoy the visuals though.
29th April 2010
I started to give this a Maybe, but think this map will only be enjoyed by the people who play everything. Maybe mappers will enjoy it for various reasons, though.
The first time I tried to play this map, I got extremely frustrated. Only two doors on the upper floor opened–to the barracks and the control room (three doors if you want to count the one to the giant, humongous bathroom). Then the elevator worked and nothing happened for me downstairs.
The second time I tried to play, I got messages telling me what to do. 1-Find the control room. 2-Go to the storeroom and kill the headcrab. Then, 3-Turn on the power.
So I rode the elevator back upstairs and turned the power on. Then I was given weapons access. Then I could ride the elevator back downstairs to the storeroom. (After you kill the “headcrab”, you get task 4-Go to the space ship.)
I think part of the problem is that we’re not really used to backtracking over levels, even though there’s often some backtracking within a level. (If there is backtracking over levels, it’s always by a different path rather than using the same one–in this case, the elevator.) Another problem is that the second task is supplanted by the third task, but we’re not really told that.
5th June 2010
Weeeeee its mars,huge rooms is normal