Half-Life 2 map reference

From Valve Developer Community
Revision as of 07:19, 31 August 2018 by Pinsplash (talk | contribs) (Day 3: finished pics)

Jump to: navigation, search


In the order commonly played, here is every HL2 map:

Day 1

Arriving in City 17 to just starting a journey towards Nova Prospekt.

Point Insertion

Arriving in City 17 all the way to Alyx and the player first meeting.


The map with Gman's intro monologue. From there, it goes through everything from arriving at the train station to encountering Barney, and then leaving the interrogation room and ending with the first freely openable door in the game.


Starts with the well-known "pick up that can" cop. Goes through an old building of some sort then out into a plaza. From there it goes into an alley and a playground area with two citizens talking about Civil Protection. It ends with the player heading into a building.


The insides of an apartment complex. Takes a very long and specific path with lots of detail and dialogue to give players more insight into how life is in City 17. About half-way through, the player is detected as someone who should not be there and becomes a target of Civil Protection and is chased.


Starts with continuing the chase from the previous map through rooftops. Gordon is apprehended and trapped defenseless by four metrocops. He is quickly saved by Alyx Vance, their first encounter. Alyx escorts the player over to Dr. Kleiner's lab, passing through a secret door with a poster of Breen on it.

"A Red Letter Day"

Kleiner and Gordon first meeting, to fleeing City 17.


Alyx continues taking Gordon to Kleiner's lab, passing through another secret door. Barney comes a short time later, Gordon gets his suit. The teleporter glitch incident occurs, the Combine becomes aware of Freeman's presence, and he begins to flee.


Gordon continues fleeing, but is stopped when his path is blocked by wood planks. Barney comes a few seconds later, telling him to go through the canals. Barney also gives him the first weapon in the game, the crowbar. Gordon continues exiting City 17. This map goes through the trainyard area first seen in d1_trainstation_01.

Route Kanal

The first part of Gordon's journey through the City 17 canals. Starts with two cops hurting two citizens, and ends with getting a boat.


Starts with two cops assaulting a citizen, as another citizen watches in fear. Gordon kills both and picks up the second weapon in the game, the pistol. The player fights on through a railway and comes across a boxcar. Inside, a human and a vortigaunt help the player keep going. Gman is briefly seen on a tv that they are both looking at.


The player sees a crow fly right into a barnacle tongue and be eaten. This is the first time in Half-Life 2 a barnacle is seen.

Ahead is Station 12, currently being raided by Civil Protection. One citizen escapes the initial massacre and tries to plead with Gordon to help him, but before Gordon can do anything, the citizen is shot dead by a cop. In the lower bunker of Station 12, an unknown woman tries to radio the station. Station 8 gets on the line, saying they heard the Station 12 raid, refugees are coming in from Station 9, and stations are being raided. The man from Station 8 is interrupted by something before he can finish speaking. The woman speaks again, saying that manhacks are being deployed.

On the roof of Station 12, two metrocops man a mounted gun. If the player kills them and takes over, they can kill many enemies approaching easily. If they stay too long, a Combine APC will come and shoot the gun with rockets until it breaks.

Further along, a citizen calls for the player and reassures them that there are other stations who can help. Metrocops attempt multiple times to kill the player with explosive oil drums.

Hl2 d1 canals 02 puzzle.png


This map starts with a physics puzzle. A large wood board rests on a cement pipe and 8 cinder blocks are scattered around the room. The player cannot proceed because the only way out is high up. There are many ways to get past this issue:

  1. Put the cinder blocks on one end of the wood board so that the end nearest to the exit is raised high enough for the player to jump to the exit. (This is the intended way.)
  2. Jump on the far end of the board to temporarily nudge it downward and jump off the near end as it raises.
  3. Stack the cinder blocks and use them as a makeshift ladder/steps.
  4. In the previous map (d1_canals_01a), before going off the slippery downward ramp at the end, try to jump across the gap to the exit platform.
  5. Load the map directly (or restart in the console). You will spawn just past this physics puzzle.
After this puzzle, the player encounters a hunter chopper. It takes every opportunity to shoot at the player as they evade it.


The player encounters another station (11? The number is never stated) with a single person inside. Quickly, a group of manhacks crashes in and attacks. If the player does not attack the manhacks (sometimes just distracting them is enough) the citizen will be killed. This is the first time manhacks are seen. After going through many more areas, there is another small "puzzle" here. The player has to turn a valve to raise the water level in a room in order to pass through it.


Gordon encounters what is evidently Station 6. Black Mesa East (possibly Alyx speaking?) radios this station to tell them to give Gordon the airboat. Before the player can reach the boat, they must pass through a small area currently being bombarded with headcrab canisters. After this, a citizen gives the airboat over to the player, and says to drive to nearby Station 7.


This map was scrapped during development of hl2. To do: Find out more about it.

Water Hazard

The complete boat journey from the City 17 canals to Black Mesa East.


Station 7 is close to the start. The occupants of this station have been zombified by headcrabs, though. On the radio, a woman is heard attempting to reach Station 12 again. Ahead is another physics puzzle. Usually, the player will solve this by putting a few barrels under a ramp, so that they can jump across with the boat. They can also choose to just abandon the boat and go on foot. (good luck)


The player raids a Combine post and must destroy some explosive barrels to allow for a door blocking their path to open. The firepower increases as rocket-firing APCs are deployed more and more frequently.


The player raids another Combine post, this time with another helicopter harassing them.


A helicopter chases the boat. This is the first time helicopter bombs are used on the player.


Helicopter continues chasing boat. It loses track of the player as they drive through a tunnel.


The player encounters a rebel outpost. Here, a vortigaunt attaches a high-power gun to the airboat.


Nothing too special about this map. It has lots of APCs and exploding barrels.


The final battle with a hunter chopper. After this, the player reaches Black Mesa East.

Black Mesa East

The lab that Eli Vance does stuff in. When the player is here, the lab is raided by the Combine.


Gordon enters the airlock and meets Mossman and Eli again. Alyx takes Gordon over to the scrapyard


Alyx gives Gordon the gravity gun, and the player learns how to use it here. Dog and Gordon meet. The Combine comes and begins to raid the base. Everyone rushes inside. Alyx has to stay behind but Gordon escapes by going through the Ravenholm tunnel.

We Don't Go To Ravenholm...

Scary time with a monk guy and going around some mines, and ending up back in City 17, but not for long.


The player enters Ravenholm. Father Grigori is first heard from a distance. At a certain point, Grigori is seen, helping the player fight off zombies. The players uses blades, fire, and cars (crushing traps) to kill zombies.


Basically a continuation of the last map. Killing more zombies in various ways.


First Part

Father Grigori gives the player a shotgun. The player continues on, fighting zombies into d1_town_03.

Second Part

After coming back from d1_town_03, the player eventually ends up at the top of a building connected to where Grigori is by a cart. The player must defend from zombies while waiting for Grigori to send the cart over. Grigori and Gordon finally meet, and they begin to travel over to the Ravenholm mines.


The player climbs onto the rooftops. Grigori says to not go off-path. The exit of this map goes back to d1_town_02.


Grigori and the player travel through a graveyard. At the end, Grigori opens a gate so the player can continue on to the mines.


The Ravenholm mines. There's one last blade-cart-of-death thing at the end.


The player re-enters City 17 at one edge. Snipers are guarding the train tracks here, probably looking for Gordon. They player moves on to encounter an active battle between rebel and Combine forces at Shorepoint. After all the enemies are defeated, one of the allies takes Gordon to the back. Alyx is there by radio signal. This is where the player finds out that Eli has been taken to Nova Prospekt. Alyx asks the rebels to lend Gordon the buggy.

Day 2

Starting the journey to Nova Prospekt, entering, and then teleporting out of the prison.

Highway 17

Majority of the path to Nova Prospekt that is driven.


Gordon gets in the buggy and is... "lifted" down to the ground by crane. The player drives on toward Nova Prospekt.


The player drives around a small bay and arrives at New Little Odessa. Here, Gordon meets Colonel Cubbage, gets the rocket launcher, and takes down a gunship.


The player arrives at another dock occupied by Combine soldiers. The player has to operate a crane to move their buggy to higher ground before continuing.


This map is the first map to have rollermines that attack the player. (Dog's "ball" is also a rollermine but it doesn't hurt anyone.) It also has a forcefield that blocks the buggy. It can only be unpowered by disconnecting the source of power, an APC.


First Part

The player encounters another forcefield blocking them from crossing a bridge. There is one other route that can be used to progress; a door on the side of the bridge leading to d2_coast_08. This route has access to the power source for the forcefield.

Second Part

Now that the forcefield is down, the player can continue driving on the top of the bridge, but not before backing up, because a train comes from the other way, and it will kill the player if they collide. From here, the drive continues on, into Sandtraps, the next chapter.


The underside of the large bridge seen in d2_coast_07. The player goes completely across the bottom of the bridge here to reach a button that will turn off the forcefield on d2_coast_07. The player goes back the way they came after pressing this button.


This map was cut during development. To do: More information


This map was cut during development. To do: More information


Ditching the car, getting bugbait, and arriving at Nova Prospekt.


A run-in with zombies inside a tunnel, then passing through some Combine-occupied buildings. Finally, a puzzle that requires the player to find 2 car batteries to power a gate.


The player arrives at Lighthouse Point. The car has to be ditched here. Combine soldiers invade in dropships.


Gordon encounters Laszlo and his friend. Antlions kill Laszlo as he moves on the sand. Gordon continues carefully along (or recklessly if you do so desire) until encountering an antlion guard for the first time. After killing it, a vortigaunt extracts pheropods from the guard. The player is then taught how to use pheropod bugbait, then continues on toward Nova Prospekt.


The player fights a long way across a beach and cliffs to ultimately finally enter the perimeter of Nova Prospekt through a tunnel.


The first map in Nova Prospekt, taking place in a courtyard. The player must kill two gunships before proceeding.

Nova Prospekt

The insides of the titular prison, until just before finding Alyx.


The first map inside the prison. There are a lot of turrets and antlions fighting.


The player encounters another antlion guard. This map has lots and lots of enemies, and antlions are very helpful. There's also a room where it looks like soldiers were attempting to experiment on a vortigaunt. It is dead.


In this map, Breen is giving a speech about the current progress on capturing Gordon Freeman through a speaker. The main difficulties in this map are the height levels and multiple locked doors which are unlocked by pressing a button.


Fighting through more of the prison. There is a kitchen area that has a gas fire start inside it. In a cafeteria area, multiple combine soldiers fail to stop an antlion guard. At the end, combine-style moving walls attempt to crush the player.


Meeting Alyx, tracking down Eli, finding Mossman, and leaving Nova Prospekt.


First, Gordon and Alyx meet again. Alyx retrieves Eli's pod that he's been put inside and they communicate for a short time. Alyx stays behind to move Eli through the prison and to help Gordon find a way through the prison.


This map consists of two arenas. After the first one, it's "found out" that Mossman is a traitor.


Alyx and Gordon confront Mossman, and make her teleport them to Kleiner's lab. Mossman distracts Alyx, then teleports Eli and herself to an unknown location, likely Combine-controlled. Alyx and Gordon manage to hold off soldiers for long enough to teleport out of Nova Prospekt. A soldier shoots an energy ball at the teleporter just before they are teleported.

Day 3

Continuing the Entanglement chapter. Goes through all of the remaining City 17 maps, into the Citadel, and to the end of the game.

Entanglement (continued)


Alyx and Gordon arrive at Kleiner's lab. Kleiner reveals that they had spent over one week's time teleporting from Nova Prospekt to City 17. An uprising has started since then. Gordon and Dog head out to find Barney.

Anticitizen One

The first part of Gordon's push through war-torn City 17. Ends just before meeting up with Barney.


Dog fights Combine soldiers and an APC. Dog opens a gate for Gordon to go through before going back and fighting a dropship. Gman is briefly on a tv screen. This map passes through some of the same areas that were in d1_trainstation_03 and d1_trainstation_04.


The player finds their first allies and learns how to command them to go places. Just before coming close enough, these same allies are seen tearing down one of Breen's giant monitors. This map passes through most of the area from d1_trainstation_02.


This map introduces the player to hopper mines.


The player and allies storm a barricade, then go through an apartment complex.


The player must defend their area from combines as a rebel on the other side of a wall plants a bomb so that the player can come through. The player is then blocked by a door, which can be opened from the other side by going through a Ravenholm-ish section of tunnel with goo.


Mostly notable only for its drawbridges. Lots of fighting.


Alyx and Gordon meet again. They fight their way down to a plaza with a power generator. The player guards Alyx while she disables the generator's shields, then the player disables it with the gravity gun. Alyx and Gordon split up again.


The player fights through underground industrial structures.


Appears to be identical to d3_c17_02 except that the player spawns with no weapons or suit, and the cutscene with Dog starts automatically. This map is never entered at any point in regular gameplay. When the player tries to go to the next map, an error occurs because this map is not recognized by d3_c17_03. To do: Purpose?

"Follow Freeman!"

Not to be confused with Follow Freeman. (The mod)

Meeting up with Barney, raiding the Nexus building, and breaching the Citadel's walls.


Gordon kills snipers to save Barney, then they continue onward.


Barney and Gordon run to the nexus building, dodging the Suppression Device along the way.


Inside the nexus building. Gordon and Barney fight through many enemies and floor turrets. Three power generators are turned off.


The roof of the nexus building. The suppression device is passed by (now inactive).


Mostly the same area as d3_c17_10a but now with more enemies and striders.


A strider harasses the player as they try to maneuver through a destroyed building. Scanners also relay information about the player to the strider.


The player and rebels overtake a heavily destroyed building. 2-4 striders may have to be killed before proceeding out of the building. Back on the streets, Gordon runs into Dog and Barney. Dog lifts part of the Citadel wall up, exposing a hole in the ground that opens access into the Citadel.

Our Benefactors

Entering the Citadel, to the final pod ride up to Breen's office.


The player jumps into the Citadel. They then get on a pod, because there's nowhere else to go.


A breather. Just a scenic ride through the Citadel. At the end, the player is dropped in a weapon confiscation field.


The weapon confiscation field vaporizes every weapon the player has, except the gravity gun, which becomes supercharged. The player uses their new super weapon to fight through the Citadel.


The player continues fighting through the Citadel.


The player is forced to take another pod ride. This time, they are spotted by a camera which sends the player in a special pod path up to Breen's office.

Dark Energy

The finale of the game.


Gordon is now caught, as well as Eli and Alyx. Mossman saves them all for the moment. Breen tries to escape the Citadel by teleporting out. Gordon stops this, and sends the Citadel into a meltdown. Gman comes and takes Gordon out before the explosion, leaving Alyx.

Day 3 events continue into Half-Life 2: Episode One.