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City 7: Toronto Conflict (HL2 Custom Campaign)
   
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Content Type: Addon
Addon Type: Map
Addon Tags: Fun, Roleplay
File Size
Posted
308.927 MB
12 Feb, 2024 @ 6:27pm
1 Change Note ( view )

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City 7: Toronto Conflict (HL2 Custom Campaign)

In 1 collection by jangwmpt7
My Personal GMOD Campaign Collection
333 items
Description
What if the teleportation mishap during "A Red Letter Day" went even more awry and teleported you to Toronto, a different place that is a million miles away from what is left of the Eastern European city (City 17) where you first arrived by train earlier in Half-Life 2? Strap yourself into the HEV suit of Gordon Freeman, and explore the Canadian city under the iron fist of the Combine, whom they now call it as "City 7", all while helping the resistance there and finding the way back to City 17.

Has no relation to these two other City 7 maps ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1842418525&searchtext=City+7 and https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=476128651&searchtext=City+7 ).


WARNING: I am an amateur GModder, since I have only very basic knowledge of Hammer and no knowledge at all on how to use VSIF2VCD, which means that this campaign port is by no means perfect and has some kinks here and there, such as the NPC's dialogues being broken. This would affect your overall experience with it, but they shouldn't stop you from completing it. Any feedback is appreciated.

WARNING #2: This campaign occasionally throws a lot of enemies at you, especially on the penultimate map (st_michaels_roof_f) where you have to simultaneously fight the Hunter-Chopper and an endless wave of Combine soldiers on the rooftops of the St. Michael's Hospital building. As such, you can go all out with your SWEPs or turn on god mode.

WARNING #3: The first map (d1_trainstation_05_d_start_f) is the intro sequence, which is the recreation of Gordon's (you) teleportation mishap from "A Red Letter Day". Also, the level transition between the first map and the second map (mel_lastman_square_f) is broken, so you would have to manually load the latter. Speaking of the second map, you can also load directly to that one if you just want to cut to the chase.

ALERT: The level transition between the second and the third (subway_system_f) maps is not only broken, but it crashes GMOD for some reason. Although I was able to track down the error code associated with that CTD (which is some sort of an access violation), considering my novice experience with porting custom HL2 maps, there is virtually nothing I could do with this issue. Upon finishing the second map, just restart GMOD and manually load the third one.

ALERT #2: On the third map, after the Vortigaunt heals you during the subway train fight scene, he does not move at all, therefore blocking your way in a subway train. Either kill him or noclip past him to continue further.

WARNING #4: In the seventh map (st_michaels_f1_f), once you get your Metro Cop uniform to blend in with a group of Metro Cops and Combine soldiers in the St. Michael's Hospital building, while they would not harm you for the most part, the Metro Cops would still deploy Manhacks against you. Since you would lose all your weapons by the end of the previous map (shuter_st_f), you would have to spawn yourself some weapons to fend the Manhacks (and potentially some Metro Cops and Combine soldiers who would retaliate if you happen to harm them) off.

WARNING #5: Just like how the level transition between the first and second map is broken, the transition between the penultimate (st_michaels_roof_f) and the final (d1_trainstation_06_d_ending_f) maps is broken, meaning that you have to manually load the latter map upon finishing the former. Besides, the final map is a short outtro sequence that is a recreation of the HL2 scene where Barney throws Gordon (you) a crowbar after the teleportation mishap, meaning that you do not really have to play the final map and can just end at the penultimate one.

ALERT #3: If you decide to play the final map, upon spawning, you are immediately stuck on the ground. To continue, use noclip to unstuck yourself.

DISCLAIMER: This custom campaign port has only been tested in sandbox singleplayer, with the only mods being tested with this map are MMOD effects, MMOD HL2 weapon replacements, MWB/TFA/TacRP SWEPs, Combine soldier model replacements, VManip addons, and HUD addons. I'm sorry to say this, but I cannot guarantee the port's stability if you use more complex addons (such as the ones that alter NPC's AI) and/or play it in multiplayer.

ANOTHER DISCLAIMER: This custom HL2 campaign is not mine, as I laid out its original information in the lower part of this description. If the original author wants me to take it down, I'll do so.


REQUIREMENTS:
Half-Life 2


This campaign consists of 11 maps, the first and last of which are located in the "Half-Life 2" category and the rest of which are located in the "Other" category, and they go in order as shown below:
d1_trainstation_05_d_start_f (FIRST, INTRO SEQUENCE)
mel_lastman_square_f
subway_system_f
dundas_square_f
yonge_st_f
shuter_st_f
st_michaels_f1_f
st_michaels_f2_f
st_michaels_f3_f
st_michaels_roof_f
d1_trainstation_06_d_ending_f (LAST, OUTTRO SEQUENCE)


-----ORIGINAL CAMPAIGN INFORMATION----

City 7: Toronto Conflict, is an action packed Half-Life 2 mod with a variety of unique levels and game play. Explore what has become of City 7 in areas like Dundas square, Eaton Center , Mel Lastman square, St. Michael's Hospital and TTC system under the Combine rule. This version features Gordon Freeman as the main character, stuck in Toronto due to a teleporting accident in Kleiner's lab. Try to escape this war torn city by finding any type of teleporting technology and send him back to City 17.

Despite our small development team and short production time, we managed to get halfway to the CN tower and have already created 2-3 hours of fun and action packed game play! We want to finish this mod the way it was intended it to be, as a glimpse at what happen to a part of North American during the Combine invasion.

It is believed that the Combine have created multiple citadels around the globe and human communication in the Americas has been cut off for years. However, Dr. Kleiner has just established communication with an old collegue residing in Toronto, Canada, now known as City 7. These communications lead to questions... What have the combine done with the CN tower? (a communication tower in core of Toronto) Was it destroyed or rebuilt? Did the CN tower serve a purpose during the alien invasion? Is there a rebel force in Toronto, and who will lead them?

If you would like to apply to be a part of our development team, then please check -The Future- link section of our site.

City 7: Toronto Conflict is the first thesis project from the Game Design program at George Brown College . It is the policy of George Brown College not to endorse violence. We at the Game Design program respect this policy and understand the difference between real violence and video-game culture. We hope you enjoy this mod and follow the age rating advised for Half-Life 2.

Author: -7-t-h-

Original Link: https://www.moddb.com/mods/city-7-toronto-conflict
57 Comments
jangwmpt7  [author] 22 Jun @ 6:27am 
@forbidden_butter For progression through the campaign, you don’t need the jeep that is right outside the parking garage in dundas_square_f. When you finish this campaign, I’d recommend that you uninstall it to prevent further conflicts/issues.
jjongle 21 Jun @ 10:29pm 
For some reason this addon makes it so you cannot turn when driving a jeep. Jalopy is fine but jeep is not manageable.
GeometryWarrior 10 May @ 9:22pm 
oo i see, ill give it a shot but regardless hope you're doing well in college
jangwmpt7  [author] 10 May @ 7:18am 
@GeometeryWarrior Even with these bugs, the campaign should be playable from start to finish, you just have to manually load to the next map. Also, I could learn more on how to use Hammer, if only I wasn’t currently busy with college…
GeometryWarrior 10 May @ 4:24am 
i want to try out this map cause it sounds so interesting but im a lil worried from the colossal amount of warnings and alerts of bugs written in the description and seeing all the hacky work around for it X__X

ive been playing your half life 2 campaign ports for a long time now and they've all been pretty fun !! i hope you learn how to use hammer efficiently someday and just maybe you will be proficient enough to fix these bugs .. and maybe someday you can take off the first warning ^_^

hope to see more lengthy hl2 custom campaigns soon keep up the awesome work !!
jangwmpt7  [author] 23 Jan @ 5:03pm 
@Nick_Dickem I am very sorry to hear about this issue. which, as a publisher of the campaign map that is not mine, I sadly am unable to fix (I mentioned this issue in the description). However, this should not affect gameplay.
Nick Dickem 23 Jan @ 3:17pm 
The dialogue from the NPC you first meet in the second map is broken
jangwmpt7  [author] 3 Jan @ 9:46am 
@akeentheguy Did you read the description?

Anyways, the first map, or technically the zeroth map, is d1_trainstation_05_d_start_f, which happens to be a recreation of Gordon's (you) teleportation mishap from "A Red Letter Day". Also, the level transition between the first map and the second map (mel_lastman_square_f) is broken, so you would have to manually load the latter. In addition, the second map is technically the first map, especially if you just want to cut to the chase. In other words, you may start at the second map if you want.
akeen 3 Jan @ 9:33am 
this is so confusing, were tf do i start??
driveguy44 29 Nov, 2024 @ 4:37am 
ah crap we've talked before lol