Garry's Mod

Garry's Mod

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Map Labs #02: Episode One [HL2 Custom Campaign]
   
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Content Type: Addon
Addon Type: Map
Addon Tags: Scenic, Realism
File Size
Posted
Updated
478.176 MB
27 Mar, 2024 @ 12:32pm
1 Apr, 2024 @ 10:20am
2 Change Notes ( view )

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Map Labs #02: Episode One [HL2 Custom Campaign]

In 1 collection by Willow Tree
Campaigns for Garry's Mod
155 items
Description
created by XBLAH, Salamancer, alex_mmc, Supernocho, Viridian, Matt71490, Skorly

Date of publish: Feb 9 2019

Description
Mapping competition that was from 5th of january to the 26th. Entrants were to base their map on Half-Life 2: Episode One themes.
Entrants include:
  1. "Bootstrap Intervention" by Jean 'XBLAH' Knapp
  2. "Direwolf" by Salamancer - 1st place!
  3. "Extinction Event Horizon" by alex_mmc
  4. "Outland Resistance" by Supernocho - 2nd place!
  5. "Sawdust" by Nicholas 'Viridian' Nakano
  6. "Terminal Velocity" by Matt71490 AKA Event Horizon
  7. "The Pit" by Skorly - 3rd place!
Requirements
  • Half-Life 2
  • Half-Life 2: Episode One
  • Half-Life 2: Episode Two
Map List
  • 98_bootstrap
  • 99_epilogue
  • direwolf
  • ep1_eeh
  • outland_resistance
  • sawdust
  • terminal_velocity
  • the_pit
Recommendations
To avoid CTD(Crash To Desktop) or frame drop, please follow these instructions:
  • Use the 'x86-64' branch of Garry's Mod if you are using 64-bit OS.
  • Disable or unsubscribe from add-ons you don't use.
  • (only if the game is still broken) Factory reset Garry's Mod.
I didn't experience any frame drops or CTD while testing this map, so if you experienced any, that might be your environment's problem.

I personally recommend you to also subscribe SC Tools for better experience.
Warning
The map '98_bootstrap' have one missing model. I don't know what it is.
The map transition from '98_bootstrap' to '99_epilogue' doesn't work. If you see a whiteout after pressing the button/switch, just load the next map.
The map 'ep1_eeh' is located in the 'Half-Life 2: Episode 1' category, while other maps are located in the 'Map Labs #02: Episode One'. I can't change this behavior yet.
Side Note
The spawn point of 'outland_resistance' was messed up, so I wrote a script that manually teleports all players to the correct location. I don't think there would be any side effects because of this, but if it happens, let me know.
Disclaimer
I only test map(s) with Sandbox gamemode with Singleplay environment. I do not guarantee that this add-on will work with any gamemode or Multiplay environment.

I didn't make these maps. I just ported these maps to Garry's Mod. All credits should go to original authors above.

Search Tag: half life hl2 custom campaign
11 Comments
martianinferno98 12 Apr, 2024 @ 6:07am 
Thank you for clearing it up. I did some research beforehand as well
Willow Tree  [author] 11 Apr, 2024 @ 10:58pm 
"Extinction Event Horizon" by alex_mmc. I don't know why it is excluded in original mod description. Maybe it is kind of 'bonus map'.
martianinferno98 11 Apr, 2024 @ 1:24pm 
Which campaign is "ep1_eeh" a part of?
Willow Tree  [author] 1 Apr, 2024 @ 10:21am 
Add-on updated. As I said in the change log, this will only affect player who unchecked 'Give weapons on spawn'.
Willow Tree  [author] 1 Apr, 2024 @ 9:58am 
I'll update the add-on.

PS. The author said "Map is possible to compelete without any firearms at all.", so current behavior is also technically valid :)
MrSlonik 1 Apr, 2024 @ 4:15am 
On ep1_eeh, player receives starting weapons through point_servercommand entity. It's blocked in GMod, which makes player unable to progress without giving themselves a weapon through spawnmenu.
You might want to make a script that spawns these on player's position: weapon_physcannon, weapon_stunstick, weapon_smg1, weapon_pistol and item_suit
Willow Tree  [author] 28 Mar, 2024 @ 9:40pm 
I figured out why this inconsistency happens. First gunship doesn't move to next path. Unfortunately, I can't solve this issue. FP must fix it.

At least, this is just a visual problem, not a game breaking problem. I'll leave it as is, until FP fixes it.
Willow Tree  [author] 28 Mar, 2024 @ 9:23pm 
I misread the map I/O. Here is workflow of three gunships.

When you move from starting point, first gunship will be activated, but this is for visual. It cannot attack player, and is forced to move along with designated path.

When you take a ladder to the rooftop and go outside, second gunship will be activated. It knows where you are and will attack you. It is not invulnerable, but you don't have proper weapon to kill it. This second gunship will be removed when you go down to the hole in the building.

When you go down and pass certain trigger, third gunship will be activated. It also knows where you are, and will attack through thin wall like window above. This final gunship will be removed when you press elevator button.

So, you should see one gunship at once through the map. I will check the map in this add-on.
Cursed Hawkins 28 Mar, 2024 @ 11:25am 
For me it appeared right as soon the map began, plus if that one's meant to be killed when you get up to the roof then I never found a way up there because the layout didn't ever seem to go up there.
Willow Tree  [author] 28 Mar, 2024 @ 4:17am 
I just replayed the mod for investigation.

According to the map, you should encounter one gunship when on rooftop, and two gunships at the last part of the map. The first gunship should be 'killed' when you leave the rooftop.
But in my playthrough, the first gunship didn't get 'killed', and other two gunship didn't get activated. I think either I skipped some trigger when testing, or GMod executes the intended behavior of the map correctly.