Starting out in some form of storage or industrial area, you need to make you way to the central shaft.
There, you may be able to effect your escape.
- Title: Redox
- File Name: hl2-ep2-sp-gm-redox.7z
- Size : 4.58Mb
- Author: Miigga
- Date Released: 26 February 2010
- Copy gm_redox.bsp into your Half-Life 2: Episode Two Maps folder.
- Launch Half-Life 2: Episode Two
- Open the console and type map gm_redox.
- Press enter/return or click the Submit button.
- Play and Enjoy.
If you require helping installing maps, please refer to the How To… page.
Click on the thumbnails below to open a 800 pixel wide image.
WARNING: The screenshots contain spoilers.
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Please note: These statistics are valid from December 2010
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345Overall
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2Today
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3Last 7 days
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24Last 30 days
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266365 days
28th February 2010
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[...] Redox [...]




































































28th February 2010
I loved this map. It’s the perfect kind of map for me; not too long, mostly indoors, with an industrial feel, plenty of vertical gameplay and few corridors, puzzles mixed with action.
I can’t even think of anything negative to say.
5 Words Or Less Review
Atmospheric, exiting and challenging!
28th February 2010
Wow, another excellent “should-be-a-mod-someday” map from Interlopers’ Miigga. Very good lighting, mainly because it is colorful instead of “just white or yellow”.
It was extremely difficult on Hard mode, which I play all mods on. Perhaps an extra health kit along the way, or more explosives, would have done the trick for Hard mode.
VERY nice puzzles and obstacles this time around.
I think there was a noticeable lack of variety in enemy types. There should have been hunter battles, at least.
Large map to navigate and explore, even a few secret areas. Only one frame rate issue toward the very end on my mid-range PC.
Worth the time to download. This guy should totally group all his maps together and release a mod called “The COOL saga” because most of his map names start with the word “cool”.
28th February 2010
Stunning!
An absolutely brilliant mix of puzzles and quite hard combat.
Migga, zonbie’s last paragraph:
Is spot on. If you added all your brilliant maps together (with combat in them) you would end up with a great mod that I would give a PF and would not be surprised to see it listed in the 2010 Mod of the Year.
The lighting is not too dark and adds to a great ambience.
Play it now – be amazed but be ready to quick load!!.
28th February 2010
Forgot to mention: Screenshot 18
I could have done with an instant longer here. Drawing the supporting flaps back was too quick. I had to do it v. many times which made it work not play.
28th February 2010
Don’t you mean screenshot 29? if you do, I managed first time but I could have been lucky.
28th February 2010
Oops. You’re right Phillip, Screenshot 29.
You did it first time! Flippin heck.
I’ll be playing it all again but with right mouse button for forward movement for that bit (with my keybindings, superfast movement is v. tricky).
28th February 2010
Whoa, I’m glad my map is getting very positive comments. Thank you.
I’m aware of the difficulty of this map, which is why I recommend playing this on normal instead of hard. I wanted to make the player have to fight against a whole bunch of combine soldiers.
This is now the second time I have been called the “Interlopers’ Miigga”. I do have an account on the Interlopers forums but I usually only go there to release my maps. Sometimes I also post screenshots in the WIP Map Pimpage thread, but I do that quite rarely.
If you want to associate me with some website, Facepunch would probably be more accurate. I release my maps both on Facepunch and on Interlopers but I consider Facepunch to be the main forum for me.
Also, I’ll consider having combine hunters in my next singleplayer map, whenever that will be.
1st March 2010
Im not trying to tell you what to do, but you should highly consider moving your home to interlopers
11th January 2011
I agree, Facepunch is a forum known for 13 yr olds and trolls. Interlopers is well, mature? is that the right word idk
26th February 2011
I happen to like the FP community and it’s a much more active forum than Interlopers’ forum is
28th February 2010
So, how do i get on the walking bridge (screenshot 9), without being killed by the sandlion queen? Don’t seem to be able to kill her either… Even with the gastanks, grenades and everything…
28th February 2010
There is a ladder to the right of the door where you went outside. With regard to the Antlion Guard, I eventually managed to kill her with the sub-machine gun, so it can be done, at least on easy it can be.
28th February 2010
You must kill the antlion guard. It may take a while because it has a lot of health.
I managed to do it even on hard difficulty. You just have to keep dodging its attacks.
1st March 2010
Personally I would have liked a few more of those explosive propane tanks to help chip away a little more health from the ant lion guard. I also wish you would have allowed the ant lion to actually boot you up to the raised areas so you could smack it at your leisure. If you were concerned about that being too easy, then you always could have raised those sections up a bit higher so that while it was possible, it wouldn’t be completely easy.
It would give an option for those people who aren’t as good at combat but are willing to take a shot to their health in trade for being able to just skip that particular battle. In the long run it might keep them from losing more while trying to continue the fight with the thing. Alternately having the manhacks show up could be turned into an advantage by throwing them at the antlion guardian.
28th February 2010
Thx. I finally managed it. But i think it was made a bit too hard…
1st March 2010
I seriously considered having this map as a personal favorite. The variety and quality of puzzles were unquestionably superb, and it had just enough combat to keep things engaging. The only issue I had was that with how intense the first piece of combat was, the rather simple ending made it feel almost like the mod was backwards and the author had put the climax at the beginning instead of the end.
It’s basically a mini-Research&Development.
1st March 2010
This map shows what is great about puzzle/combat gameplay; endless room for creativity.
I could not find anything I disliked about this map. Combat and puzzle solving was well balanced. On normal difficulty, the map was challenging and fun. The only frustrating part of the map was the dodging the energy walls and laser beams. I can’t recall how many times I died. Lots of saves got me through that.
Don’t miss this one.
2nd March 2010
I’m stuck on screenshot 25. There’s a duct high up the wall. First thought: stack crates and barrels. Unfortunately they won’t move. My gravity gun is completely ineffective on them, as are grenades, bullets etc. Have I encountered a bug?
2nd March 2010
Take a look at the metal rods and the metal panel thingy on the floor.
Maybe they can be used for something?
2nd March 2010
This was actually one of my favorite puzzles, though I do think that there should have been some way to keep you from using the crates other than making them immobile. I hate when you can move a certain type of object for 90% of the map but then suddenly one section of a map decides that object is now immovable.
2nd March 2010
Ah, I see. I’d decided the immovable crates were a bug and gave up. Perhaps it would be a better idea to remove any crates and barrels from the room? Just a thought. It really is a terrific map. I’ll boot up and play the rest tomorrow. Look forward to it.
2nd March 2010
Can’t say it better myself, big plus there was no loading screen even that the mod was quite large. Correct me if I wrong, I can’t remember any.
Minus:
Would be awesome
- Dark blue shadows on the enemies (just me?)
- No story
3rd March 2010
Wow! This reminded me of Minerva and R&D, except I did it all myself! (Those were the first two mods I played, so please cut me some slack.)
The puzzles were clever and fun, and the combat was both winnable and challenging (I played on Easy). I’m glad I’ve given up my need to be at full health and battery whenever I can, because otherwise I’d still be reloading someplace near the beginning.
I did noclip once–about screenshot 30. I didn’t want to figure out how to get up there, though I probably could have (there are two easily available crates and a desk–call me lazy). The other places I almost noclipped I tried “just one more time” and made it across.
4th March 2010
A great map, surprisingly large given the size of the file, with a good mix of combat and puzzles.
The combat was quite tough in places but was never overwhelming thanks to plenty of nooks and crannies to take cover behind. The only criticism I have is the immovable objects here and there. It led me to believe the map was bugged on one occasion.
5th March 2010
Nice balance between puzzles and combine encounters, which comes across has a map attempting to keep both groups of players happy. I have no problem in giving this a play it now rating, however, I am wondering if the map falls short on both accounts. The puzzle hardened players may think that the game does not stretch their skills to that degree, while action lovers may find that the stage combine encounters were not that inventive or imaginative.
I noclip a few time, not that I could not workout the puzzles, more because I got pissed-off with trying to implement the solution which at time amounted to a very frustrating answer.
The combine encounters degenerated into mass head on attacks with little damage taken and whilst it was satisfying the challenge was on the weak side.
The design and layout work was of a high standard and although the map never gets topside, we are treated to sets that have both depth and content, such that I never felt enclosed or restricted.
The map is limited in some ways, the story line is weak and no attempt has been made to hatch a plot or two, the gameplay is also on the weak side due to the restrictions brought about by the maps environmental setting, which limit the Combine weaponry and hardware.
Nevertheless, apart from a few frustrating moments the map has lots of appeal, ever encouraging the player deeper with wonder of what next.
5th March 2010
I played it through on medium and thought it was excellent. Moody, atmospheric settings combined with puzzles enough to make me perform what passes for thinking. I actually found the combat quite novel and entertaining compared to many of the maps I have played – but maybe I am easily entertained. I will happily play all that this author can produce.
6th March 2010
This was just an absolute gem of a map. The longer I played, the longer I hoped I would be. Lauds to you Miigaa !
8th March 2010
brilliant design, well worth playing and a good length
8th March 2010
Very strong, with the exception of the perfectly deranged traffic cone gate switch. WHAT the heck was that all about? Also, changing the physics so we can’t jump a short distance (near the end) is a painful mistake. Otherwise, very enjoyable.
8th March 2010
Was estonish the amount of detail and tricks put in this map regarding the size, It was chalenging, too challenging and didn’t let you breath from the first floor till the top…I’m becoming old and doesn’t appreciate enough to run without a break
but the detail, the original trigger effect and searching what to do next was really enjoyable sothat finally I was happy to succeed in playing this one but also happy that it end…
12th March 2010
Finally got a chance to beat this map. The level design is great. The architecture has a certain freshness to it. The size of the level is quite impressive considering all the things that were inside. It appears like there has been a lot of effort put in the lighting. The feeling of the level in general is very unique and has a very Miigga style.
The game play is an excellent blend of puzzle and shooting. There have definitely been improvements since the last of his maps. Overall, I’d say, this is a must play.
12th March 2010
Just an amazing and fun to play map. The puzzles were not hard but finishing them felt really satisfying
13th March 2010
Great mod. Really enjoyed the puzzles. Tough, but not impossible to figure out.
15th March 2010
This really is brilliant. i don’t know what to add that hasn’t already been said!
26th March 2010
I might go back and give this another run through, as it was entertaining, and more or less all of the comments above…..The thing that made me realise it was as good as everyone said was that I felt I’d achieved something when I got to the end….
But, I couldn’t help but feel it was a tiny bit disjointed in places, nothing major, just enough to go PIN instead of PF.
(I then went on & re-played the Cool Gluon one and thought I could see similarities in the style, some of those puzzles are just a touch away from having to “Noclip” I didn’t, but they are occasionally baffling, and that’s a good thing.)
30th March 2010
Fun mod, I enjoyed it, kept me interested, which is more than what most Source mods do for me.
22nd April 2010
I don’t know how I missed it when this came out. Must have been that annoying real life I have.
Glad I found it on the modwall. I had to turn it down to easy for the first playthrough last night.
Tonight I bumped it up to normal and ran through it again. It was just right for me. Thanks for a fun mod with very nice features. I admire your work on this.
7th June 2010
Like Enthalpy, no back-story, and this time it is a more normal mod… No big crazy map changes, no visual freaky effects, it is like the precedent mod, a “mini-R and D” as somebody said, with half-puzzle half-fight.
The beginning was really crap with the antlion guard, I think it should have been a puzzle-like… Then it is more and more cool, with many sequences “mario bros-like”, with crushers, mobile platforms… Entertaining…
However, it is very short and the ending is even more abrupt than Enthalpy…
It should be played, but later… after better mods