Single Player First Person Shooter Maps and Mods for Half Life 1, 2 and 3
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The mod takes place on a previously abandoned cliffside prison. The combine have moved in and are re-using the prison as a place to hold rebel leaders. Gordon is required to infiltrate, free the Rebel leader and escape from the facility.

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Single Player First Person Shooter Maps and Mods for Half Life 1, 2 and 3

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Single Player First Person Shooter Maps and Mods for Half Life 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half Life 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half Life 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half Life 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half Life 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half Life 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half Life 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half Life 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half Life 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half Life 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half Life 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half Life 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half Life 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half Life 1, 2 and 3
Reader Recommendations
12 recommendations, average score: 4.58 (out of 5), standard deviation: 1.24
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Published

17th November 2006

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161 Comments
  1. Got it… but that door never opens. It’s closed as a rock. It’s there anything I have to do in order to open it?

  2. There is a red lite on the switch.When you activate it it will be green.On the door with the suit is a red lite.It will turn green also and open.

  3. Oh no… I mean, I can’t open the door that gives acces to the lockers room in first place, from the main hall. After the cutscene, I tried to opened it, and I can see through the glass a combine soldier and a prisioner in the other side (lockers room), but there’s no way I can open the f**** door.(!) I’ve tried to find a way to open it, but no results.

    ???????

    and thanks a lot for your help, andyb

  4. the only combine and prisoner I see are at the left doors.go to the right

  5. Well, maybe it’s a glitch in my game, cause the door at the right is closed, and it doesn’t open. Unless I have to do do something to have it opened. Should I ?????

  6. there are 4 doorways here.You come out of one.The one on the left is locked.On the other side of the room is a doorway with a forcefield.The doorway to right is the only way to go.Its a double door and only one half opens.And you need to use your “use” key to open it.

  7. Hey andyb
    Thanks a lot for your help, budy.

    Now I’m stuck in the place where the snipper is in the tower. There is a door that goes to the helicopter, but there is a forcefield and I can’t go on. There is an RPG right next to the entrance.

    ????

  8. There are 2 buildings there.Each has a weapon.Take your pick and shoot the sniper.Once he’s dead there is a magical power surge/short and the forcefield goes away.RPG is what I used but be quick and make sure you got lots of health.Also the door to the one building wont open till the sniper shoots it.

  9. Gameplay:
    One thing that makes this modification fresh is the new voice acting made for it which is done well compared to a few other releases. Fresh because the cut scenes throughout are worth listening to instead of the same old default character voices that will eventually get boring to hear again. The mod is split into a few chapters but overall I found it to be a short but it remained solid until the end with a few bugs here and there.

    The first level is set on a boat with an introduction to your mission from a rebel before the combine helicopters start to attack, and this section remains easy. From then on, you?re stuck in a combine prison and must escape with the character you were told to save by the rebel at the start. Lots of cut scenes and interesting ideas to continue onward with the gameplay such as the large pipe idea, without spoiling anything. You’ll be fighting several combine soldiers and a few zombies and barnacles later but nothing too difficult.

    As you venture into different areas you?ll keep coming to some nice ideas that will keep you immersed to play on, especially the elevator shaft sequence that was a great highlight and the scene before that too, which I won?t spoil either. I haven?t found all the bugs as mentioned above, but I experienced one after the large pipe sequence where the other character following me wouldn?t continue his sequences making it impossible to continue forward, which will happen if you go ahead of the planned flow. It happened to me when I pressed a console from the other side of a gate, so avoid doing this even if it looks possible.

    Design:
    The structure throughout the modification isn?t the greatest but it?s decent enough that creates good levels throughout the few chapters and giving an instant idea of how the area is formed. All the corridors and other rooms were a decent size that didn?t cause any faults in some of the fights but a majority of it was detailed using a lot of props that made it a little boring.

    However the texturing was good enough like the structure and fit where they were assigned to and used well. Lighting was moderate throughout but the red lighting was quite annoying in spots, since I don?t like the intensity of the colour used especially with my eyes. There were a few atmospheric locations in a few levels, some of them are the view from the ceiling windows and the other one is from the tower the sniper is from, it made the location feel huge. Secondly, the way the facility is falling to bits adds to the atmosphere again that anything can happen which makes things more interesting.

    Conclusion:
    Fresh, solid mod with new voice acting and decent design throughout. Worthwhile release.

    Rating: 90%

  10. Fluffy the Hamster

    3rd January 2007

    Number of Maps: 6
    Score: 4 out of 5
    Annoyance Rating: Alot. Some puzzles are *#@!ing impossible.
    Lighting: Too varied to say, but everything is reasonably bright.
    Architecture: Convincingly Combine prison-esque with an emphasis on pipes and some duct-work.
    Textures: Appropriate, though outstanding in areas.
    New Models/Skins/Etc.: Nay/Yay/New music, voices, etc.
    Gameplay: Puzzlingly combine murder with a dash of zombination and a lack of antlions.

    Story?:
    You are, for heavens sake, Gordon “Intergalactic planetary intergalactic” Freeman and you have boarded a fishing ship to invade an enemy base to rescue one Richard “Stop touching me, Gordon. It tickles.” G. Newell, as opposed to fishing like any normal person would do. Of course, things go wrong and you are thrown to the seas and captured by the Combine. In the back of your brain, you scratch another line in your skull to mark another time that you’ve been captured.

    Onwards:
    The first thing you may or may not think is the arse kicking of the ship that you have set your doomsday feet on. Yes. Worship it’s amazement for the short time as it exists, before the ship is destroyed by those evil Combine helicopters that always arrive to mess things up. After a short talking with your soon-to-be-captured superior officer, you are forced to approach the outer walls and shoot down a helicopter. Fortuantly, having a PhD in Theoretical Physics also covers swimming, as you are forced to take a nose dive into the sea. Woosh, woosh. Load next map!

    Okay, so that was an intense beginning, Where am I? Oh, hello. Yes, yes. Tell me your *secret* plan right infront of the metropolice. A sneaky trap, eh? Tricky. Find an object to throw at that panel over there? Sure, why not. Whoa! Shocking!

    So, the beginning starts with the awesomest of awesomest and gets the pumping of the blood immediately. You get to meet that Richard guy, who rigged your escape (God forbid that you don’t have an exit route). You get to indirectly kill an oppressor through the power of your mind. After that, you must escape to.. Yes.. A vent. Almost makes you *miss* headcrabs, doesn’t it?

    The mod is a jaunt through tactical and puzzling action. Your main man is Richard, whom provides indirect assistance (Essentially filling the role that Alyx usually does) until you meet him a second time in person. You save other citizens, but these are few and far between. Richard serves a more active role after you rescue him. He’s not as cool as Barney, or as sexy as Alyx, but he will serve you well regardless.

    Gameplay is essentially Half-Life 2. It’s more of the tried and true, essentially. Instead of the other mods, who try to be different with weapons, models and such. Rock 24 instead focuses on creating a believable and useful NPC to follow through the storyline. It does it quite well, but it still leaves anyone who’s downloads mods for a change something to be desired.

    The graphics are nice enough. Nothing too brain overwhelming, but nothing of the puke colour either. Apart from the boring blue suit, you also meet a multi-coloured set of citizens, most of which are expelling fluids of the red variety onto the floor. Once you reach the surface, the graphics take a turn from dark, depressing combine engineering to a more bright, human side.

    Smart-eyed bastards will note the fact that there is several windows to the outside world, yet no way to get through them. How considerately depressive.

    Voice overs are aplenty, and most of them arn’t that bad. Richard’s voice isn’t perfect, but it’s probably one of the best voice overs i’v heard in a mod. Most of the other voice overs don’t measure up to them. Fortuantly, They a few and far between, so things are happier. The worst offender is the Man With Rocket Launcher, who’s voice possibly turned me psychologically deaf.

    Map design is distinctively mirroring Half-Life 2′s usual mapping. It’s not too stellar, but it enjoyably gets the job done. Maps are well constructed, well textured and well populated. There’s even an elevator that drops down to the ground at 50 MPH. A nice nod toward’s Half-Life, I suppose. Even retina scanners are populated around the areas, requiring you to employ the services of a nearby NPC to open.

    This is close to a perfect mod. What’s the problem with it? It’s not perfect. There are a few errors (Most to do with NPC scripts) and some of the puzzles are hard to figure out. You fight most of your enemies yourself, rather visiting the dead bodies of your friends rather then live ones. There’s also a lack of antlions, which was slightly depressing, but whatever.

    Summary:
    Massive slaughter of Combines of every kind, to the help of your friend in an orange jumpsuit. Zombies linger around to answer to your crowbar throws a little variety into the party.

  11. Quintesse

    7th January 2007

    I don’t know what’s wrong, but the mod installs fine, it shows up in the Steam list but each time I want to play it an error pops up saying that the game isn’t available at the moment?

    Does anyone have any idea how to fix that?

  12. I’m not sure but it has happened to a few people(Not just for this game either).Try reinstalling steam and see if that will fix it.

  13. Hi, I am stucked in outbreak (3)shortly after Richard says to me: We have to kill all enemies before we can go on…do you here me Gordon? or sth like this. Then me and Richard uses two fixed machine guns to kill all combines. Then there is a force field and I can’t open it. Richard still holds the postition on the MG, though there are no more combines left. How do I open the force-field?

  14. Hi, I am stucked in outbreak (3)shortly after Richard says to me:

    Happened to me too. I think it’s a bug that has been mentioned somewhere. I simply went back to a slightly earlier save point and played again.

    It worked for me first time but you may have to try other saves, depending on how far back you went.

  15. SmokersCough

    11th January 2007

    I’m almost 100% sure i fixed the Richard being stuck on the gun, upon killing all the enemies it should force him off it, look around the whole area, there may be a combine troop standing still somewhere. :)

  16. Even tried on a completely different system but still no go. Damn, I was so looking forward to playing this.

  17. No, sorry. I tried loading different savegame and walked through this area for hours. But he doesnt move away from the gun…I gave it up and played HL2 Deathmatch ;-)

  18. Even tried on a completely different system but still no go. Damn, I was so looking forward to playing this.

    Let me ask you this.Do you have HL2 or HL2 Episode 1?

  19. Let me ask you this.Do you have HL2 or HL2 Episode 1?

    Both, I first installed Rock24 without them installed,then I tried again with only HL2 installed and finally I tried with both.

    Basically tried everything that was suggested in this page: http://developer.valvesoftware.com/wiki/Talk:Rock_24

  20. Hey! Im still playing this mod, i really like it so far. But i was wondering if there is a walkthrough for it. Dont ask why, but i like to use a walkthrough sometimes when i play games like these.

    Thanks :)

  21. It doesn’t have a walkthrough because it was generally consider easy enough not to need one. However I would like to get into the habit of adding something like a walkthrough for almost all mods.

    If you get stuck don’t be afraid to ask for help because there are plenty of regular readers willing to help out.

    Your comment reminded me that there are supposed to be a few minor secrets within the mod and I haven’t found out about them. Has anybody else?

  22. Could of sworn I posted allready today that I’d do one but just for parts that maynot catch a normal players eye.I gotta get rid of this flu.I’ll trade the flu for a bottle of beer.Hell I’ll buy a beer if someone takes it.

    Good night.

  23. Great mod guys – really enjoying playing it but have got stuck again :(

    I am in the d3_theescape map and have jumped the gap in the bridge, killed the combine and used the explosives to knock out the plug.

    What do I need to do to move onto the next bit? The console in this room has a switch but it is de-activated. I have also tried using the boxes to climb onto the building in the middle of the hanger but once I get over there you still cant progress.

    TIA for any help you can give…

  24. just stand at the console and wait for your buddy to talk to you through the console screen.

  25. just stand at the console and wait for your buddy to talk to you through the console screen.

    Thanks for your help but after 15 mins waiting at the console still no joy. In fact, “my buddy” hasnt moved and is stood at the entrance to the hanger and is as useful as a chocolate teapot!

    Has anyone else suffered the same problem?

  26. SmokersCough

    15th January 2007

    Might be a bug i’m afraid, we did have a few issues with Richard Not triggering the message sequence. Try loading a save prior to that.

  27. [quote comment="60091"]Might be a bug i’m afraid, we did have a few issues with Richard Not triggering the message sequence. Try loading a save prior to that.

    Thanks for the tip. I have tried to reload from the level b4 but still no joy. Will try again and let you know.

    Even with the slight bugs its a great mod – thx for the effort you have both put into it :) [/quote]

    Ok – 2nd reload worked a treat – straight thru til the end! Loved the final, sheer class – thanks once again :)

  28. Ok sure you guys found the puzzle easily, call me Dumbo but I’m stuck after the stairway crashes and Gordon has to find a way to go up using the elevator.
    Can’t find a means to use it.
    Is there a way to get to the switch to turn off power (water is deadly) or a way to enter the small room adjacent to the shaft ?
    Please brighten a dull bulb …

  29. SmokersCough

    17th January 2007

    Indeed there is, Look at the water and you can see it becomes electrified every so often, try jumping in there when it’s not electrified!!!

    Good luck.

  30. There are 2 buildings there.Each has a weapon.Take your pick and shoot the sniper.Once he’s dead there is a magical power surge/short and the forcefield goes away.RPG is what I used but be quick and make sure you got lots of health.Also the door to the one building wont open till the sniper shoots it.

    Hi
    im just wondering… u could see the sniper, right?

    because the bullets just look like there coming from the wall to me. So im basicly just shooting the wall over and over again. :(

    tried restarting the level, still no sniper shows up.

  31. im just wondering… u could see the sniper, right?

    Yes, I believe I did but you won’t have long to look (unless you cheat and use God mode) because he will hit you very quickly. I used a rocket and aimed at the window, IIRC

  32. yep, just tried out a rpg and it work fine..

    What a great mod, the finishing battle and ending was superb

  33. Hi, im stuck trying to free Richard. I find him in the jail, then he ask me to turn the valve. I break the door lock, turn the valve, the pipes on the top explodes and nothing happens. He is still in the cell. Im doing something wrong or this is a bug?

    Thanks for any help!

    By the way, really a nice mod! :)

  34. SmokersCough

    21st January 2007

    Richard also tells you to shoot the chain out above the security area. So look around for a chain to shoot out. :)

  35. Thanks dude! Now it worked! My english is bad so i dont understood when he said “chain”. Unfortunally there is no subtitle to help me.
    Also, my video card is old and the chain is not visible from the ground, so i give some random shots to the top until i find the right place!

    Thanks again! Excelent Mod!!!!

    By the way, there is any place where i can get some modding tutorials? I tried the valve developers site, but there is not much tutorials on their site.

  36. i am stuck early on in wake up call, in the deserted landing. tried everything i can think of, with no result. please help a confused old man.

  37. SmokersCough

    21st January 2007

    Can you be more specific, do you mean after you have escaped the cell, are you trying to get out of the room?

  38. sorry – I mean once you have left your cell, got past the sentinel guns, and the door shuts behind you. you’re in a hub-type area with a closed room in the centre. i have tried everything from short-circuiting the loose cable hanging by the light at one end to using the barrels to climb over the force field. I’ve tried the level three times now and am totally stuck. help!

  39. Goddess Alyria

    22nd January 2007

    After you leave your cell & crawl through the vents, drop down & go immediately to the room in front of you & disable the sentry guns. Walk forward & the door will shut behind you. Now, going towards the circular structure in the room, make a right & go through the doors. You will see some lockers, go right again & you will see a set of doors on your left & on your right (but directly in front of you). Go through the doors on the left hand side. You’ll see a fence with 3 switches behind them. Throw the switch with the red light until it goes green. When you turn around to leave the fenced area, you’ll see a bright green light & door that has opened up across the room. Follow through to that room. Voila, HEV suit. Then go out of this area via the other set of doors on your left (coming out of the HEV room). Walk back to the circular structure. Richard will be talking to you. Climb around the stairs to the top & take out the combines that start attacking across the catwalks. After you have killed them, go back down the spiral stairs & Richard will have gotten you access inside the circular room. Once inside the room, he will eventually get a weapons cabinet to open. Grab what you can. He, also, will disable the forcefield. Push the red button on the console at the end of the stairs & a door at the top on your right will open up. Go up the stairs, through the door.

    I truly hope that’s right area you were talking about since you right after the cell & forcefield.

  40. I cant believe people find this a hard part.Maybe I should do a video just for this section?

  41. Goddess Alyria

    22nd January 2007

    Now, now. We shouldn’t undermine the intelligence of people needing help. That’s what we’re here for (sometimes). Goodness knows, you’ve leant lots of help to me in places that were clearly obvious to other people. Heck, I’m just glad I could help somebody else instead of them helping me!

  42. SmokersCough

    22nd January 2007

    To be honest i think it might have been a bit of bad design, i didn’t make it obvious that the doors can open, especially if one of the double doors doesn’t open (the right hand one) then the player may just think they are both shut! IT’S THE LEFT HAND DOOR UNDER THE BRIDGE THAT THE GUARD WALKS UNDER :)

  43. Goddess Alyria

    22nd January 2007

    *cough, cough*

    did everybody get that?

  44. to be honest I thought I was stupid. but i tried those doors on the off chance and they didn’t work – as you say i must have tried the right hand ones. are you sure they look like openable doors? they didn’t to me. whether i am in a minority or not i don’t know.

    anyway, thank you very much for your help – looking forward to the rest of the game now!

  45. Goddess Alyria

    23rd January 2007

    You were probably just having a bad day & looked at them funny! :) The problem I had (which I never figured out & had to noclip through) was the next part after G-man’s appearance. If anyone would like to share the secret there, I’d like to play through it again proper.

  46. No secret.Go to the door and hit the “use ” key.

  47. Goddess Alyria

    23rd January 2007

    Doh! How completely moronic I feel now. It’s the other door that opens up, but only briefly. I guess I never made it around to the other side of the fence to see it open. I actually thought it was a bug of some sort. As always, thanks andyb.

  48. Kyle Johnston

    13th February 2007

    Rating: 5/5
    Good: Plenty of action, Superb architecture and level design, Great voice acting.
    Bad: Original Half-Life 2 weapons and enemies.

    Review:
    This gem came to me by way of a short email message, and I am very glad I received it. In Rock 24, you play as Gordon Freeman, who while enjoying a ride on a fishing vessel, is attacked by the dastardly Combine. Your overall mission is to free Richard G. Newell, a brilliant scientist working for the rebel resistance. However, you quickly become entangled in the same predicament Newell is. Your mission is to find Newell and escape the prison on Rock 24.

    Rock 24 has all the right bits in all the right places. There is lots of action throughout the course of the game, and you won’t be disappointed with any of it. Each encounter with the Combine is different and unique, which brings me to my next point – the level design and architecture. Exploring Rock 24 when you have a breather will really tip you off to the time and effort put in by the developers. It really feels and looks like a prison. Concrete walls, warning signs, individual cells… the whole nine yards. The architecture of the maps is logical and interesting, with computers in the right places, turret stations in appropriate places, and switches and gizmos placed well too.

    Finally, Rock 24 has some of the best new voice acting of any mod I’ve played, Half-Life 1-based or Source-based. When the characters talk, it doesn’t sound like it was done in the basement of a house using a $10 Logitech microphone. It sounds exactly like a regular retail game – there is no echo, static, or any distortion at all. And of course, in the Source engine there is lip-synching, and Rock 24 has this as well. The characters’ mouths move with the words they are saying.

    The lack of custom/new weapons and enemy models is all that is keeping Rock 24 from being the first Source-based mod to receive the Excellence Award. Personally, I don’t like the Half-Life 2 weapons, so if your mod has custom weapons, you’re already in very good territory. And as for the enemies, character modeling can be difficult, but it would be nice to see some really brand-spankin’ new ones as well in future mods of all sorts. Lastly, how does Newell get to walk around the prison freely while I am stuck in a cell? And how does he know how to operate everything the Combine has? Ah well, these are but small quibbles, so overall I would definitely recommend downloading of Rock 24, and of course, playing it as well.

  49. Well done game, but I just got stuck early into it.

    I am in the wakeupcall map in a room called D7. I turned off the electricity in the booth and now I can see sky above the room.

    I am tired of walking in circles. How do I get out of here?

  50. Goddess Alyria

    21st February 2007

    There is a ladder on the wall near the other cell you weren’t in. Use it to climb up & around. You’ll eventually see a vent to crawl through.

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