
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.



















































































13 March 2008 at 12:04 am
wow what a big let down, at the beginning of the level “sneaking around part 2″, i pick up the combine Elite suit, and my whole screen just go black, i can still walk and see my health, but i cant see where im going cause its pure black. i have a very good system, n im running dx9, how do i fix this problem?
13 March 2008 at 12:50 am
@max, you’re probably running Directx 8.0 without knowing it, since the overlays work for DX7 and DX9.
The fixes are two: Either you add the “-dxlevel 70″ parameter and play that part of the map in DirectX 7, or type “ent_fire elitemask stopoverlays” in the console with the currents settings you have to remove the mask.
I’m assumming you’re on DirectX 8 because the screen turned white in DX7, and black in DX8.
14 March 2008 at 4:23 am
uh no, actually i just checked with the dxdiag command, and im running directx 9, so thats not the problem. so why am i still seeing pure black?
14 March 2008 at 11:06 am
No idea. If you don’t wont to use any of the two fixes I suggested, you can go into your SourceMods\The Citizen\materials\citizen\ folder and rename the file “eliteoverlay2.vmt” to “eliteoverlay.vmt”
It’s probably the best option.
14 March 2008 at 11:18 am
dxdiag only tells you what version of DX you have installed, not what particular applications are actually using.
So yeah, you have DX9 installed, but HL2 could still very easily be running in DX7 or 8. Check your launch options.
15 March 2008 at 5:45 am
ok its telling me in options that hardware directx level is 8.1, while the software directx level is 9.0. but how do i change it from 8.1 to 9?
15 March 2008 at 7:50 am
Buy a new gfx card. If your hardware level is DX 8.1, you can’t have more than that without (as the name indicates) chaning your hardware.
But if you do the thing I said in my previous post, you won’t have any problems with that part.
15 March 2008 at 11:29 pm
ok thx got it
28 March 2008 at 9:55 pm
A good, solid mod, well worth your time. To start on the positive side, this mod has a real feeling of isolation going for it; in spite of the “rebel with the resistance” plot point, you feel the whole time like you’re compleletely on your own, much like you do in the “Route Kanal” chapter of Half-Life 2. This feel might not suit some, but I personally found it very satisfying. The easter eggs give you a real incentive to play through again. I managed to find about half of them, and given the chuckle-inducing radio program played at one of them, I really do want to go through again and find them all.
Level design can be hit and miss, but for the most part, I liked it. The library section was especially fun to do battle in, although it was a bit cramped. The same can be said of the opening airboat section, as has been mentioned above. The airboat wasn’t necessary to complete the level (I got frustrated and ditched it about halfway through), but it was also slightly too long and dull to do completely on foot (the fact that I had inexplicably lost the ability to sprint didn’t help this at all). A few wonky plot points also tarnished my experience slightly. I really liked being bounced around the various rebel outposts at the beginning of the game, but the opening “borrowed TV” gimmick wasn’t terribly amusing or relavent to the plot.
Be warned that the following paragraph *might* contain spoilers. The ending of the game nearly ruined it for me (though in retrospect it’s still well worth playing). A tip to the developers: when a boss enemy is introduced, especially one that directly antagonizes the player (which yours did twice), the player expects to eventually face off against it and give it a good, satisfying thrashing, not for another protagonist to step in and rescue them. The actions of this particular “protagonist” were also extremely out of character. (Hopefully that’s vague enough so as to not spoil much). With a more satisfying conclusion, I wouldn’t have hesitated to give this mod five stars.
28 March 2008 at 10:50 pm
The conclusion will come after the next few chapters. The ending doesn’t seem like one for some people because the current release has only two chapters: “The Citizen” and “The Soldier”. It’s like playing only the first chapter of Minerva when it came out. Not entirely fulfilling.
We are also balancing the possibility of adding a prequel chapter. This could be an unlockable bonus map or be ready to play from the start. Any preference regarding this?
The third chapter will be available for everyone in the next release even if the player hasn’t played The Citizen before. We realize some people might want the sequel to be a separate download, but we’re reusing some material from The Citizen and would like to add the next chapters to the existing ones to make a bigger and more satisfying experience.
31 March 2008 at 3:03 am
What ever you say about this mod, i.e. whether you find the early level repetitive and limiting in gameplay, or whether you consider the later combat levels too intension and prolonged, there is no escaping the fact that this is a mod of substance. Personally I found some of the early levels a bit boring but enjoyed the more intense levels which required a learning curve to survive and beat your way through. In conclusion, I feel that whilst this is a major piece of work that very much enriches the custom mod world of HL2 it is however, a bit too long in duration and I think it would make a better mod edited and reduced in length. Anyone having played through could list sections and levels that were a bit repetitive and would not detract much from the playing experience if deleted or edited. As it stands this is still a very good mod with far more positives then negative aspects, and if the team ever followed-up with a sequel I am betting it would be a master piece.
31 March 2008 at 3:09 am
Looks promising, but… How do you get past the keypad in the sewers near the leeches?
It says the “keypad looks fragile”, and I tried throwing bricks and things at it, but no dice.
I see a key under a grate, connected to a dial across the canal; unresponsive.
Looking forward to a walkthrough…
So far I’ve enjoyed the humor. If it says don’t push the button… don’t push it!
31 March 2008 at 10:23 am
@Lars: If you’re playing version 1.1, there’s something more obvious with which you can hit the keypad.
@mel: I actually agree with you in a way. Even though I love Half-life 2, I feel it has quite a few boring levels (the vehicle sections among them) that I could do without and always try to skip while replaying the game. At the same time, I’m sure some players do like them and they might not like my favourite parts of the game. Every player is a whole world and it’s impossible to please everyone fully. If not even the skilled people that are living out of this are able to do that, it would be unlikely that people who map for fun would accomplish such a feat.
Things aren’t as absolute as you might think, and the games/mods you consider to have a perfect balance of length and gameplay are probably flawed and boring for someone somewhere in our big community
31 March 2008 at 1:07 pm
Wow, is it just me for whom typing on this page is really slow? Is it because of the number of comments? I’m getting less than 1 character per second showing as I type!! (I’m using Firefox.) Now I’m typing this comment in a text editor so I can just paste it in the browser.
I figured out the way forward, after I posted. Kasperg, thanks for the hint (which I just saw now).
– spoiler alert –
My biggest problem was that I had no idea there was a you-know-what available. I believe the exit to the canal was supposed to be a “gate”, where the heavy boards require you to discover the you-know-what b4 you leave the area. But I was able to break through those boards with bricks, and that was a couple of weeks ago, so I didn’t even think about going back to see if I could get that other door open; I figured it was just decoration, like so many Combine-locked doors.
Speaking of which, the switch combos to open those two doors seem arbitrary… are we supposed to be able to figure them out logically, or just play around till we discover them? I tried assigning the switches different values like bits in a register, hoping to match the numbers on the doors, but I couldn’t get that to work.
Also figured out the wheel/grate/key thing. Fun!
All nice puzzles, now that I’ve figured them out.
I would submit the above as feedback though, regarding the not-quite-effective gate, and the seemingly-arbitrary switch combos.
31 March 2008 at 4:43 pm
Kasperg, I would not dispute anything you said in response to my comments. My comments are only addressed to The Citizen mod which I enjoyed in large parts. Most mods of this duration will have sections where the tempo is down-beat by comparison; this should be where the unexpected occurs, not necessary action but any thing to keep the players interested. I loved some of the old HL mods by Arrow that sudden opened up into a huge area of artistically structured design and a wonderful use of light, but I am getting carried away. After what was for me a low key first section of the mod it grows into a great example of how to stage pitch battles. If you just breeze through Combine encounters, fun they maybe, however if in the case of The Citizen you need to work through your approach and tactics then sequence become far more memorable and I through this was one of the strengths of the mod.
31 March 2008 at 6:02 pm
@Lars: thanks for pointing out that you can break the board with bricks, because that’s certainly a bug that we’ll have to fix for the next release.
SPOILERS AHEAD: Actually, you have to break the boards with the crowbar, which is in the room you didn’t open. The bricks are used to get the crowbar. The crowbar enables you to break the fragile keypad. About the arbitrary door combinations, they’re actually written next to each door. This was a problem in version 1.0, but the brightness in the rooms has been increased in the update enough to be able to see it. You’re not the first to get stuck there, but we’re still not sure what’s going on because other players associated the numbers with the combination quickly. Maybe an extra door open upon arrival with the right combination as an example is in order.
@Mel: I know some of the maps feel a bit like filler compared to others, and the proximity of loading points makes it even worse. In the sequel maps we’re trying to make every map and every area to count story-wise. I don’t know if it’s possible, but we’ll try!
31 March 2008 at 6:29 pm
I will look forward to that. Thanks for the great game giving hours of fun; I can not start to imagine the hard work, time and effort that must have gone into the making. Also thank you for your after sales service.
02 April 2008 at 7:57 am
Been playing this mod for a while, enjoy it, but you should add new subtitles to the new dialogue. I’m hard of hearing and it’s a bit hard to follow- the only character I’ve understood almost completely so far is the guy in the shop.
02 April 2008 at 1:13 pm
We’ll probably add English, French and Spanish subtitles for the next release if possible. We didn’t include them in v1.0 or v1.1 because it’s not exactly an easy and automatic process.
03 April 2008 at 2:01 am
Finished it. I LOVE this mod. I never liked the street battle sequences from the original HL2 but this mod makes it amazingly fun. I love the pacing and flow of the mod, and you’ve done the setpieces (such as the store fight) quite well. I question a couple of the music choices (I wouldn’t have picked that particular song for the library throwdown, personally- maybe use something custom?) but overall this is a very good mod, with enough polish that I can overlook the parts where it lacks.One suggestion for the next version: Make Larry’s televised speech longer and more emotional, like he’s trying to really rally the troops.
As it is now, it’s flat and lacks any real oomph and is kind of a weak payoff for all you went through just to do it. I felt a bit cheated.Also… one thing that always bothers me is when a mod “breaks canon”, especially when it’s otherwise very good, and the Young Advisor’s teleportation doesn’t really seem right- the Combine aren’t supposed to be able to teleport locally (i.e. from one point on Earth to another, it has to be inter-dimensional.) I would suggest he float down from above and chase after you in the tunnel.Otherwise, wondrous mod and eagerly anticipating the next version.
05 April 2008 at 4:19 am
im not going to rate this because i have baarely started it but i absolutely hate the stealth parts beacause there is no stealth! the manhacks just pop out and chase you around while the combine shoot you to death! and when i grab the crowbar i cant make use of it because i end up getting spotted and shot to peices! so i guess i wont be able to finish it or even start the game unless someone gives me some tips…
05 April 2008 at 5:21 am
If you’re being chased by manhacks and metrocops, you have probably not been stealthy enough. My tip is to replay that part and see which of your actions are getting you in trouble, as it’s possible to go through unnoticed.
@Everyone starting to play this mod: think for a moment about the situation. You’re a citizen under the Combine regime, trapped in a guarded apartment building. You’re not the all powerful Gordon Freeman. Act accordingly and be resourceful!
07 April 2008 at 12:23 am
haha i got past that part by bunny hopping around and smacking the cop in the face lol im on the airboat part now and i like it so far…
14 April 2008 at 12:04 am
This is a GREAT mod (and seriously, you need to noclip a bit to appreciate the thought behind it).
I’m currently on a quest for the easter eggs: any chance of pointers to where to find easter eggs 3 and 4?
It seems so far like there’s an easter egg per map (I found 1,2 and 5), and seems like I missed 3, 4 despite the fact I’m doing a fine combing of the surroundings… (and I really want to see the secret ending)
Even a general area too look in would be good…
(If this is considered against site policy (since it may spoil the search for some) I can be reached at gmail with the Name I used for this post (I don’t mind in getting a full list if you have one
)
14 April 2008 at 12:25 am
Found them!
On to egg 6!
It does seem like there’s an one egg per map so far… (the 3rd one is evil btw
)
14 April 2008 at 12:56 am
Yes, there’s one easter egg per map. Although most of them only require you to look in the right places, some of them are much harder and demand more thought and performing several tasks as a build up.
14 April 2008 at 1:34 pm
Glad you’re having fun, sbenrap!
The third egg is indeed a bit evil – but isn’t the hardest to find I don’t think. It’s probably the toughest one you just have to find — but as Kasperg says there are a few of them which are more involved and need you to do something more than just find the place.
If you want a list, look in the text file that came with the mod download. At the bottom of it are our email addresses. Drop us a line and one of us willl reply to help you out.
15 April 2008 at 8:08 am
Just finished this mod.
Enjoyed it.
Kinda quirky in places, but definitely shows creativity and some
coherent themes.
I didn’t know about the stealth possibility, so I guess I just blundered through.
I agree with mel that the final speech was pretty weak / anticlimactic.
The guy acted like he was taking a big risk to send out a message, and
then the message was vacuous.
Other than that though, enjoyed the plot twists and the interesting
surprises.
As far as quality is concerned, this is one of the best mods I’ve played.
15 April 2008 at 10:37 am
Perhaps, but the truth is they never planned to give out a speech. The rebels had a particular objective they couldn’t accomplish, and sending out a message was an afterthought. I think I would’ve done a worse job in that situation. We’ll try to improve those aspects in future projects. For the moment let’s just say that Larry was a bit apathic after having lost some friends, seeing a Combine advisor up close, having a friend turn against him, missing his objective and knowing that the Combine knew where he was and he could die any moment.
I’m glad you liked it.
24 April 2008 at 3:09 pm
I know this is really noobish but i have had bad expericnce with mods like this and i wanted to be sure, when i downloaded this file it says i do not have the programme this is no trouble but what programme do i need and will it cost me money. PS good on you for making a mod where your not always on ur own all the time,the one gripe i had with hl2 was tht you only had allies on the later stages, i seem to spend my time on hl2 making battles where you have allies to help, also any help on how to create medics etc and how to make them do realistic things like crouching behind cover would be very appreciated,cheers, and yes i know im a noob.
24 April 2008 at 11:16 pm
i managed to get on, sorry about tht, was really enjoying it until i had to put the super combines costume on, the screen went all black and i could still move around but i cudnt see anything so im styuck, any advice? or fixes?
25 April 2008 at 1:10 am
The options are these:
-Add the “-dxlevel 70″ parameter to the game shortcut in Steam and play that part of the map in DirectX 7
or
-Type “ent_fire elitemask stopoverlays” in the console with the current settings you have to remove the mask.
or
-Go into your SourceMods/The Citizen/materials/citizen folder and rename the file “eliteoverlay2.vmt” to “eliteoverlay.vmt”
I’d go for the third option without a doubt.
25 April 2008 at 6:34 pm
cheers if the worst comes to the worst ill just put buddha on, oh and the mod is awesome, the areas with the rebels are very fun it makes u feel like ur involved instead of just skirting around the edge of the fray like in hl2. how do u get ur npcs to crouch and move around so well, can u only do it by extensive scripting or is ther little commands like ent_fire that you can use in game?cheers for the great mod
26 April 2008 at 1:13 pm
I’m glad you’re enjoying it WIll
Thanks for playing!
About the npc sequences, each position that every NPC gets into is an individual scripted sequence which (usually) has the flag enabled to make the npc loop the ending action. So for example, the character crouches down, and then loops a static sequence of him being crouched to make him look like he’s staying in that last position.
Later on, when we want the NPC to move again, we cancel the sequence which causes the npc to stand up again and then we just trigger another sequence to move him wherever.
There are other ways to do it, for sure, but I find this method very reliable.
29 April 2008 at 3:58 am
erm, when I go to the specified folder, there is already an “eliteoverlay.vmt” file, I went and renamed it to “eliteoverlay.vm”, then renamed “eliteoverlay2.vmt”. I’ll let you know how it worked.
fake edit: to get around the slow type, open notepad or somesuch and type your post there, then cut’n'paste it.
29 April 2008 at 4:29 am
Okay, just finished it!
All in all, damn good mod. Some artifacting/tearing, especially during the first sequences, but overall the play is good, the music excellent, and the voice acting passable. Leaving me hanging in the graveyard was a nice touch, would’ve been cool to see Gordon Freeman’s tombstone there.
Oh, the “black screen” fix worked, good call.
I agree with the prior comments, tho: more testing on more varied/weaker hardware, I think my rig (P4 3Ghz, 1.5G RAM, MSI GeForce FX-5950 Ultra AGP w/512MB RAM) might’ve been the source of the “tearing”, tho I’m not close to certain on that.
Beyond that, good job folks, I’m looking forward to the last installment as we speak. Thanks for the hard work!
01 May 2008 at 1:50 am
The only thing i can faithfully say is that this mod seems very hardware intensive.
If you were only able to play half life 2 with some workarounds, maybe youll need a better graphic card. Or play automtic bullet-time at every battle point
and even in some other areas. I did have this problem with the original half life 2, but it wasnt as bad as with this mod.
Anyways, four stars because i had fun regardless of speed xD
01 May 2008 at 2:51 am
I tried to make the mod completely playable at +25 fps in my 5 year old rig, but there are some spots where the amount of NPCs is very high.
I say this because it’s actually the props, character models, explosions and physics the ones that account for most of the frame rate drops in the Source engine instead of the actual architecture which was usually the case in HL1.
The truth is, just because its a HL2 based release, that doesn’t mean we shouldn’t go some steps beyond the hardware requirements of 2004 and assume most players PCs will be able to handle the maps. Optimization is mandatory, but low-spec machines are not our target right now. Think that modders and mappers aren’t getting any payment in return for their work, and for that reason they don’t have a real obligation to satisfy a customer’s needs. As long as our own machines have no trouble with it, we’ll probably try to make the best out of the engine and our imagination. It’s hard to control without a universal parameter like wpolys and epolys in HL1. The +showbudget command in the Source engine tells you what is consuming more resources, but only relative to your computer.
We could always add some hardware requirements in the mod’s main description to warn players with old machines, because most people probably never check out the readme files.
25 May 2008 at 5:13 am
Sorry, but I thought the people who made this mod should’ve put a little more work into gameplay instead of just voice acting.
25 May 2008 at 4:37 pm
There are dozens of HL2 mods you can play for the gameplay you speak about (which I ignore what it includes because this mod has a bit of everything). Voice-acting is actually a rare thing so we do not regret the focus we gave it.
To be honest, I don’t download new maps or mods for gameplay. I only do so if there’s a chance I’ll see either an interesting story or an interesting location. Maps and mods with “great gameplay” but none of the two things I just mentioned are almost NEVER going to be better than what I have already played in HL2, Ep1 and Ep2, so I just don’t bother.
I’m sure that we could’ve done something 100 times better if we had used the great ideas for awesome gameplay you probably have, but we weren’t so fortunate.
27 May 2008 at 1:31 pm
Anonymous – until you are more specific about the reasons why you didn’t like the gameplay then we can’t do anything about it. Your comment is completely unhelpful and gives no details whatsoever about any problems or frustrations you had.
So you could elaborate, or you could remain useless. Your choice.
28 May 2008 at 4:53 pm
Hey just like to say congrats to the new 1.1 release i saw it today on MODDB and decided to download it. It was worth it! I loved going about city 17 instead of trailing off like you do in hl2. Also the army of rebels at the end was a really cool thing, sneaking about the offices with the rebels. And the gman saving the day was just so funny haha. Good job everyone that made the mod. Cant wait for part 2.
28 May 2008 at 8:11 pm
TWHL Video Review
http://www.youtube.com/watch?v=yuGAnjFsT3c
09 June 2008 at 9:40 am
About to play. Found this on moddb. Is this the one with the funky voice acting?
09 June 2008 at 1:34 pm
Since there are around 8 different voice actors, you might find variation in the quality of their voices. Whether this keeps you from playing a 16-map mod which is made of more than voice acting is entirely up to you.
09 June 2008 at 5:37 pm
^haha.. no.. I don’t judge mods entirely on the voice acting.
I liked the mod alot. Lots of fun. And now I get to burn a couple more hours playing it again, to find the easter eggs. I only ran into maybe.. 8 first time through. The voices were great for something like this. The part with the girl, and her buddy gets shot by the sniper, her shriek/yell/shout of distress, I laughed at that.. Sounded like one of the b movie sci-fi screams, before the giant ant is about to bite your arm off. It was good though.
I only ran into one bug. After the church, go across to the building, one girl at the ground floor, your proceed to go all the way up the stairs.. screenshot.. I opened the red door and then shot at the two combine soldiers, the door closed 3 or 4 times and I had to open it again (I never went out the door). After killing the 2 combine, the door wouldn’t open back up, and I couldn’t get through the window, so I loaded back at the last savepoint, which was just seconds back.
Can hardly wait for the next set of chapters. Great job, and thanks.
10 June 2008 at 10:36 pm
Its a very good mod .
Very beautiful maps, wonderful scenario and scripts…
I dindn’t notice any bug.
To my mind : to download immediately !!!
12 June 2008 at 9:20 pm
Thanks for the nice comments. We’re glad you had fun!
14 June 2008 at 7:40 am
This was a brilliant mod, I’ve played it through fully four times now. (One time i went through looking for all the easter eggs, found them all, but didn’t get the special ending. Turns out I had sv_cheats 1 on, which I left on from earlier by accident) There were some really great moments in this, the bits with the squad, the stealth and the end of the line all stood out. And some very memorable characters. Oh, practically no bugs either. Although I can’t see why people would find it less of a hassle to walk the airboat bits. I wasn’t that hard. Brilliant maps as well, in all respects.
Just a few things that I want to ask or issues that I want to bring up:
1. When, in the rebel’s room where he gives you the key (only his name wasn’t memorable. Angelus or something), is it some sort of weird side effect that placing the bottle on the fire causes it to rise up to the ceiling?
2. Peole have mentioned the metrocop mask restricting their view, but for me, there were two eye-shapes, and then the rest of the screen was only slightly darkened, was that intentional?
3. I got all the easter eggs, and after the train scene, it faded to black, and then stayed black (although turning around revealed this ‘window’ which looked at the citadel, and you could see the silhouette of my weapon. I’m afraid I don’t have a screenshot, unless pressing ‘print screen’ saves the image somewhere. I reloaded and it was fine.
4. The first time I played it through, the voices were all distorted (kinda distant and scratchy) and the ammo counter didn’t show up properly. But upon reloading it was fine.
5. please, Please, PLEASE put in subtitles. Although the sound quality seems to improve every time I play through, some of the conversations, especially the radio with Belinda, are kinda hard to follow.
6. Bring back the sprint button! It just doesn’t feel right without it. Although I have gone through the messages and read your reasons, I just thought I join the non-existent petition.
7. Finally, although it is a really minor point, in the streets, steve was a girl, in the building he was a boy. Kinda odd.
Despite, those little niggles, and some other even more minor ones that I haven’t bothered putting in, this was a really, really great mod. Good job. Looking forward to part 2.
14 June 2008 at 1:57 pm
Glad you liked it!
1.The pushing gas effect was something I added for fun even before the we knew a mod would be made and left it there.
2.Initially, the mask was totally opaque except for the eyes, but we decided to add a bit of transparency because it was indeed difficult to move around.
3.Game screenshots can be taken with the F5 key and then checking your Half-life 2/hl2/screenshots/ folder
4.There are still some problems with the RPG ammo counter, but we never touched anything related to that. It’s something we can’t fix.
5.Subtitles are planned, and in more than one language too.
6.It might be possible.
7.Good observation! It’s the kind of thing no-one notices on a first run. I don’t think it was intentional but it’s funny.