
The Citizen is set parallel to the events of the original Half-Life 2.
The player takes the role of an ordinary man, pushed over the edge by the oppressive regime controlling his life.
His home trashed, his family dead, The Citizen leaves his apartment for the last time. He seeks new friends, and a way to help the human resistance to smash the iron grip of the Combine. What follows is a winding tale of betrayal, determination and grief.
Many obstacles lie in his path which require a sleek combination of agility, stealth, intelligence, and sheer violence to overcome.
- Title: The Citizen
- File Name: hl2-sp-the-citizen-1.1.rar
- Size : 110.09Mb
- Author: Chris Fox AKA Playbus and Jose M Ameyugo AKA Kasperg
- Date Released: 21 February 2008
Post-release comments start at comment 17. All comments need to be visible before this link will work.
Version 1.1 comments start at comment 255
Click on the thumbnails below to open a medium size image. WARNING: The screenshots contain spoilers!
Here are all the videos in the walkthrough series that will provide players with the solutions to all the Easter Eggs. It won’t reveal the bonus sequence though. They were recorded by a user called HL2Mod.



















































































08 November 2007 at 10:29 pm
This looks like it will be a great mod. Coming from Chris Fox and Jose Ameyugo (Kasperg), I have little doubt it will be great to play.
Expect a review and more screenshots within the next few days.
I’d also like to take this opportunity to publicly thank both authors for providing the exclusive sreenshots and preview trailer. It’s much appreciated.
08 November 2007 at 11:50 pm
Chris Fox… and KASBERG!?
Well, with those names on the plaque, count me in for being intrigued by this little morsel.
I’ll definitely be watching over this during the next few days.
08 November 2007 at 11:56 pm
The trailer and the screenshots show less than half of the major areas in the game.
Thanks to Phillip, for his prompt action at putting this up on the site.
09 November 2007 at 12:32 am
trailer is great
09 November 2007 at 1:08 am
The first looks are quite impressive! It’s rather “w00t” to see a good quality like that on maps in a work of only two people. will be looking foward to it.
09 November 2007 at 8:19 pm
Looks awesome! Can’t wait to play this!
Though the voice acting seems a bit iffy…
09 November 2007 at 9:11 pm
Sorry about the crackling sound on the trailer. It’s not like that in-game.
09 November 2007 at 9:23 pm
We’re not really a game development company, so we make the best out of the resources we have at hand. I hope those possible problems won’t keep anyone from playing through this adventure when the time comes.
09 November 2007 at 9:30 pm
If anybody doesn’t play this mod just because the trailer has crackling sound I will ban them from the site!
09 November 2007 at 10:02 pm
It’s a mod made by two of the best mappers out there! If anybody doesn’t play it then they should have their computers confiscated and given one of these until they come to their senses.
09 November 2007 at 10:44 pm
I could give ‘em my OLD 8088 laptop!! Batteries not included!! The trailer looks fine to me! Hope the wait isn’t to long.
10 November 2007 at 1:42 am
Looks super to me and I expect no less from those two.
10 November 2007 at 3:00 pm
And the trailer is a nice movie production too
10 November 2007 at 7:11 pm
This looks amazing. Sounds like one of the story hooks I wanted valve to do. I cannot wait to get my hands on it!
10 November 2007 at 8:17 pm
The excitement is palpable…..
If player is an ordinary citizen, does he then fight without a hazard suit? Should be interesting.
10 November 2007 at 8:29 pm
The mod is with Phillip. It will be released around 2pm tomorrow.
The player does get a hazard suit in The Citizen. Although not at the beginning.
Also, we like to think it’s not THAT hazard suit.
11 November 2007 at 3:38 pm
Review:
This should be considered my review part 1. The reason is I have been playing for 2 hours and 30 minutes and guess I am near the end but can’t be sure. Before reading this you should be aware that it will contain spoilers. However, for those readers that want to cut to the chase I have positioned the Part 1 Conclusions at the top!
Part 1 Conclusions
This is a fantastic mod, better than Minerva in my humble opinion. Why? Well, Minerva is beautiful but for me it was too symmetrical. I want to wander and twist and turn, and this mod has that. But a mod is more that just the route you take, it’s about involvement and immersion. Again, this mod has that, in fact plenty of it.
The authors have tried, and probably succeeded, telling a story. The player has mostly clear objectives but feels part of something larger. The feeling of being a lone man on a quest is gone. I’m not just talking about getting help from others, I’m talking about feeling part of a cause.
The mod contains beautiful levels, a variety of settings and, a good balance between puzzles and action.
In short, one of the best mods I have ever played, and you can quote me on that!
Lastly, I make no apology for the number of screenshots. I love taking them and the new size means that unless you open them you don’t have the mod spoilt for you.
Part 1 Review (Contains spoilers!)
You start in your apartment and things suddenly take a turn for the worse. So begins your journey, both physical and emotional. The mod starts with a little role-playing where you need to speak to the right people to be able to exit the building. Stealth is important, so don’t just go running and jumping around. Make sure you read the read and listen to the advice given.
I want to tell you about the story elements. Not the story itself but how it is told. There is great part just after you get the air boat. A conversation takes place between two NPCs and one makes a decision with dramatic results. It’s a great touch and very well done.
Later on you join a large party of resistance fighters on a mission to, well let’s just say it’s an important objective. For the first time in a mod I really felt tension at the approaching action. The author really excelled themselves here and my mind was racing with possible twists and outcomes.
The author’s have clearly spent a lot of time thinking about implementing a story, not just a situation.
Let’s talk about the downsides for a moment. There are a couple of times that the use of screen text is required. Personally I dislike this storytelling technique, unless it’s part of the introduction or between levels. This isn’t really a downside, more of a personal dislike.
The next is that it is easy to miss certain events because you are free to wander off. I hate standing still listening to NPCs talk and have a tendency to see what else I can find. It’s a bad habit but one I suspect others have. You may miss something important.
There’s one particular part in Holy War where you have to find a key. I didn’t, not until it didn’t matter anyway. I found a way to achieve my objective without the key but nearly got stuck. To me that shows not enough beta testing was done, at least not with the right kind of beta testing! It’s a minor point but possibly a show stopper.
Right after this point the rebels seems to become Siamese twins, which is kinds funny. (Please see Image 55 and Image 56, if you are interested.)
I just mentioned Holy War, and I have to say that the names of the section are very well thought out.
The attention to detail is one of the things that will probably set this mod apart from many others. Image 53 is a perfect example. The image itself doesn’t tell you much, you must listen to the voice acting.
Talking of which….It’s not as bad as I suspected from the preview trailer. Beside the accents, which sound strange to me simply because the game contains mostly American accents. Overall everybody has done a great job and the radio broadcast, both in terms of voice acting and the speech itself is excellent.
One last point to make is about the posters. Many of the screenshots are simply of the posters themselves and the authors and not only created their own but also paid homage to some great websites for Half-Life!
I’m disappointed in not being able to write the review until after finishing the mod but I wanted to ensure I published the mod on time. Expect a final part of this review and hopefully some kind of video.
One last thing I can say is that because of the detail, I will want to play this mod again to check I didn’t miss anything. This may not seem like a big deal but to those who know me it is perhaps the greatest compliment I can pay a mod.
11 November 2007 at 4:20 pm
I’m sure I’ve never seen those siamese twins appear before
We’ll check the entity setup to see if there’s an explanation or a random accidnt.
11 November 2007 at 4:32 pm
I wonder how long it takes for someone to find the secret ending!
11 November 2007 at 6:12 pm
You mean the one where you join the Combine and kill Gordon Freeman?
11 November 2007 at 6:33 pm
As I wait for the download to finish, I remember Valve staff talking about having to “trap” players to make sure they noticed certain events. A favored trick was a few breakable boards here and there to slow the player down and force them to have time to look around. If an NPC had something to tell you, a locked door was the favorite to stop the player and get them to hear important info.
11 November 2007 at 7:02 pm
There are some places where we’ve done that, and confined the player to one area for a short time so that an npc can speak.
Unfortunately, there are some areas where we couldn’t do this without making it feel odd.
11 November 2007 at 7:02 pm
Oops that comment above was me. Forgot my own name!
11 November 2007 at 7:29 pm
Well… I got quite far in this mod and while it was largely enjoyable it certainly had its flaws too. This post will probably be filled with spoilers.I loved the idea of the flooded streets, it made a nice change of scenery for airboat gameplay. Unfortunately in practice it didn’t work so well because the streets were way too narrow and full of obstacles, causing me to stop and bounce around very frequently. It really killed the high-speed cruising that the airboat is designed for.Secondly the metropolice mask screen overlay was too restrictive visually as there is a massive black bar down the middle of the screen. Not easy to navigate when wearing it!Thirdly, I got to the part where Marcus turned traitor and went downstairs and killed him, but when I came back up my own people were all against me too. This prevented me from going further.
As Phillip said, the use of text is a somewhat obsolete tool in games. Certain things you can figure out by yourself without being told “You’re going to sleep now (that’s why the screen is fading out)”.
The flowers in the church was a nod to Final Fantasy 7, right? Nice touch.
I guess I’d give this about 7/10. Pretty good but some parts really need to be re-thought.
11 November 2007 at 7:43 pm
That’s a bit shocking. That never happened during testing. In fact, I’m struggling to think how that could happen, as there are no relationship entities in that map which affect the relationship between the squad and the player.
Very strange!!!!!
11 November 2007 at 7:46 pm
How did you do it, out of interest? Is Marcus a separate entity class to normal npc_citizens?
11 November 2007 at 8:08 pm
Bit of a spoiler, stop reading if you haven’t played, hehe.
No, he’s not a seperate class. We “kill” him out-of-sight and spawn another npc with a different name. The filtering for the relationships (in that map) is done by entity name, not class.
Which is why I’m confused. The relationship entity which makes evil Marcus evil should not affect the rest of the squad, as they are named completely differently.
If you load your saved game at the start of that map (it should have autosaved) then I’d say it’s pretty likely you won’t see that problem again.
If you do manage to reliably recreate that problem though, let me know how – and I’ll fix it for sure!
11 November 2007 at 8:20 pm
I’ve had some complaints about the host and long waiting times to begin the download.
I know that these annoy me and put me off downloading map, so if these issues are affecting you, please try downloading with this link:-
http://timmeh.me.uk/mirrors/The%20Citizen.rar
11 November 2007 at 8:43 pm
MAY CONTAIN SPOILERS
Yes it was
The metrocop mask has restricted viewing on purpose, but the field of view changes to compensate. It’s not like you spend enough time with it to call it a problem. There is no combat at all during the time you wear it.
The citizens turning against you is something I haven’t seen happen, and I’ve played the map quite a lot. Did it happen again when you loaded a saved game?
As for the airboat, the only thing I can recommend is playing the HL2 chapters that feature it, since it wasn’t the star of this mod.
11 November 2007 at 9:28 pm
OK, it’s halftime and I thought I’d log on and download it while I wait for the second half to start. The trailer was great and I will do a review as soon as I finish playing it. Well; Till later then…
11 November 2007 at 9:42 pm
It’s now available from FileFront.
12 November 2007 at 12:48 am
Spoiler Alert:Well not exactly; It seems the mod is corrupted or something because as I can and do get the initial game to start, as soon as the “Lockdown” part starts (the first autosave)as I am waking up on my kitchen floor after being so thoroughly knocked into tommorrow by the friendly neighborhood Combine shock police, the game exits to windows and pretty much locks up the computer.It has happened with a reload,a re-install and a new download. Hopefully now that I am re downloading it on the outside chance that my DL was corrupt it will work. A good day wasted in my book though…So… So far I cannot recommend this mod.
12 November 2007 at 12:56 am
I hope you get it working Cygnus.
Thanks to Phillip for the updating the additional download links properly onto the page
12 November 2007 at 1:01 am
You can play the whole thing without taking the airboat, if you like. There’s one small point where you’ll take damage from a toxic patch on the floor, but it’s certainly possible if you have enough health at that point. I’ve done it numerous times myself.
I always wanted to make sure that, although we promote airboat use with the story, it’s not required to complete the game.
Sorry for the double-post.
12 November 2007 at 1:43 am
I am half way through the game (just finished the citizen part.) So far I like it. It’s got it’s flaws. Overall, the good outways the bad.Not being able to speed around in the airboat was a disappointment, but moments such as 2 rebels explosively demolitioning a wall, and a radio cast with Dr. Breen’s daughter were some of my favorite moments.
I cannot say I had a favorite moment of combat so far. The church was OK, but figuring but ringing the bell for reinforcements was a little annoying.
And, also, the reason for the Siamese twins Philip mentioned, as I have noticed is that each time you ring the bell, a new set of NPCs are spawned, in the exact same location.
12 November 2007 at 1:46 am
It’s nice to know the reason for the siamese citizens. No-one during playtesting felt the need to ring the bell more than once.
12 November 2007 at 2:10 am
Ahh little bugs like that are irritating because they’re so hard to find, but so easy to fix.
I’ve found bugs myself since release, but none that completely break the game. (apart from the one reported above which we haven’t been able to re-create so far)
I’m sure we’ll be finding little bugs in it for weeks to come…I found a mis-aligned texture this evening and I bit my lip, hehe. We might do an update at some point, if enough bad stuff is uncovered to warrant it.
I hope you’ll still be able to enjoy it now though.
12 November 2007 at 3:28 am
I noticed it when I saw 4 guns sticking out of the group of citizens. I ran back and found out that I could add more. Playing through the segment again, I made a point of ringing once, which resulted in the correct number of resistance fighters.
To test my hypothesis, I went back to a save point before the church battle and rang the bell around 12 times. Having 48 AI additional AIs to process dang near slowed my computer to a halt.
12 November 2007 at 5:13 am
Is it intentional – that when I attempt to disguise myself in the combine Elite suit, all I get is a white screen, with health and ammo readings only? Am using DX7. Fantastic mod, BTW!
12 November 2007 at 9:23 am
The Elite suit has a transparency, normal and refraction map all in one. That could be the problem.
In case you can’t get it to work, my tip would be to trigger cheats in the console, and type
“ent_fire eliteoverlay stopoverlays” or something very similar. I’m not 100% sure those are the correct names.
Thanks for pointing that out.
12 November 2007 at 10:24 am
Ooh yeah, that’s interesting. I’d never really thought about the overlays not working for people playing in DX7.
Sorry all you DX7 peeps!
12 November 2007 at 11:55 am
Nearly 500 downloads and only 14 ratings? Come on readers, please rate this mod!
12 November 2007 at 12:00 pm
***SPOILER WARNING***
I’m having the same problem as CrowbarSka. The rebels all attack me once I’ve killed the traitor, Marcus. Bah!
I’ve reloaded multiple times to no avail. I might try again at a later point, perhaps from the start of the map or even another map altogether.
My opinion on this mod so far is lukewarm. I can see how you’ve both gone for a very professional approach to this mod. At times you bring this to the table successfully. But for the most part it’s just badly executed.
Gameplay just hasn’t worked for me at all. Enemy placement just seems too haphazardly done. At times you just seem to clump a bunch of enemies together and call it a day. Even the mapping layouts contribute to the negatives. There are some good concepts here, like the library and the shop, but they’re executed quite badly.
But to get the point across, I just wasn’t really too entertained. The airboat section was ‘meh.’ Too many cramped spaces and obstacles make for unpleasant airboating. The airboat sections in the mappack ‘Airboat Sewers’ were actually more entertaining than what I played through here, (And I eventually told everyone to ‘Avoid It!’ in my review of that one.) simply because they had (Mostly.) wide open spaces, a lack of obstacles and the element of ‘pressure’ as enemies pelt you from all sides.
If I was to be completely positive, though, the immersion, storyline and ‘moments’, like everyone above has said, are spot on. The set pieces are also spot on.
And while the design does fall down as average at many points, being bland and/or blocky in design, many areas are chock full of detail, have brilliant architecture and the use of lighting here is absolutely fantastic.
I must bring out a negative out of this stuff, though. Voice acting – No, the quality’s fine… But the acting…
I realise that none of you are professional voice actors or anything, (Well, at least from my knowledge.) but I think you really need to think about how you all ‘deliver’ your lines. That really deep-voiced guy who plays what’s-his-face-black-dude sounded completely bored, as if you chucked a script in front of him and told him to read the lines without saying exactly HOW he should’ve delivered them. (IE Emphasising certain points, changing tone or voice etc.) The worse thing about it is that he doesn’t sound urgent when he’s supposed too. When Marcus traps everyone in the room, the way he delivers his lines in accordance with the dialogue itself sounds so unnatural, since he sounded too calm and – Well… bored.
I’m not trying to offend any of the voice actors who may be reading this, but it’s just that some of these performances pretty much break the immersion.
One last thing I need to mention – The mod has also been a bit buggy on my part. The first few maps suffered some annoying stuttering and my game also crashed once, during Holy War, when I was being nagged to ring the bell.
***END SPOILERS***
I’m not going to go too far with this, since I haven’t actually finished the whole mod. I just wanted to bring across a few things about my experience so far and in a perspective of ‘talking’ to the authors (Since they seem to frequent here.) rather than as a player review.
I will say that I haven’t actually been brought to the brink of boredom myself and despite what I’ve said above, there are some elements that have entertained me. But I just think my expectations were lower than I thought.
If I sounded like an absolute dick in the above few paragraphs, than I’m truly sorry, but I just wanted to bring across what I think breaks an otherwise promising piece of gaming.
Otherwise, I’m definitely going to press on with this until I can hopefully finish it. It seems like there’s a lot more to go, so I’ll leave my overall opinion until a later time.
12 November 2007 at 12:08 pm
very well,
Level Design are very very goood, but this mod have many many bug case.
and, found load is very very hard to me. (I hate it:( )
so, i deleted this mod for my hard. really difficully.
blog review(korean)::
http://memolog.blog.naver.com/toxagen/53
12 November 2007 at 12:12 pm
I’ve still not managed to re-create the problem where the squad turns on you.
I’m sorry you didn’t enjoy it so much, Manual.
12 November 2007 at 12:15 pm
Toxen, from viewing your screenshots it seems that you haven’t left the building. You also have pressed the button that said not to.
I presume you cheated to get the crowbar, becasue when I played it you didn’t get it until much later in the mod.
***********SPOLIER ALERT***********
Firstly, don’t press the button. Next go downstairs to where everybody is standing and interactive with the NPCs. One of them will help you.
***********SPOLIER ALERT***********
It’s definitely worth leaving the building.
12 November 2007 at 12:16 pm
Would having his last save point help?
12 November 2007 at 12:28 pm
Yeah, if that’s possible, that would be helpful.
12 November 2007 at 12:31 pm
I can hardly see how anyone can be really “dissapointed” if we announced this mod three days before release.
To anyone who brings up the “airboat not being fun”, you don’t need to use the airboat. You can swim through the flooded areas of the city if you think it will be more pleasant or entertaining.
Manual, I also can’t take your review too seriously if you say you weren’t really too entertained, yet you say the immersion, storyline and moments are “spot on”.
It’d be great if you could be more precise in telling us how to improve certain things for the future. Since a lot of people think differently about the mod, we’d like to know why something seemed “fantastic” for someone and “badly executed” for someone else.
Thanks for taking a look!
As for the rebels turning against you, I’m afraid I can’t answer to that unless I see a video, because I have been absolutely unable to recreate that situation.
12 November 2007 at 12:39 pm
Over to you Manual_Monaro. You can send your saves to me via the contact Form if you want to and I’ll pass them onto Chris and Kasperg.
In defense of the commenter. I don’t believe it’s possible for us to know that when we start the journey. I decided to backtrack midway through the airboat ride, but that was out of curiosity. Perhaps the NPC could say “let’s use the airboat because it’s quicker , although not neccessary!” That way the play knows they have a choice.
I also found the first part of the airboat route very hard to navigate but I put that down to being a bad driver!