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Part One is quite clearly your first map in this style and oh god does it show. This map doesn't have much to offer. Map geometry is blocky, enemy encounters are all but trivial and the map is extremely short clocking in at around four minutes. I was able to beat it in a minute and a half speedrunning it. The Headcrab cluster can be anihilated by a single grenade and the way Combine Soldiers spawn from Dropships makes them very easy to dispose of with Shotgun headshots or Crossbow shots. The only exception to this is the gunship you fight. You have very little cover to work with but a Rocket crate right at your feet, making this encounter somewhat easy also. The Headcrab hoarde and first wave of Soldiers can be skipped outright if you wish. A basic, but forgivable starting point at least.
Part Two is a phenomenal improvement over it's predecessor in every way. Visually, it's diverse going from a Combine/urban landscape to a more natural one like those seen prominently in Half-Life 2: Episode Two. The difficulty is on point two. Providing a wealth of enemies to fight in the first half while never overwhelming the player. In the second half the map focusses on a puzzle involving a laser turret and how to get around said turret while dealing with a single Hunter sure to catch new players off guard. The sole musical cue also fits the first half of the map as you deal with a large squad of Combine Soldiers, two perched behind a Pulse Rifle emplacement while you look for another way to them. The map is able to stay for a while too, running about ten minutes on your first go. It's a great map by itself and the high-point of the map pack for sure.
The most forgetable of the lot for me. This map features some rather basic level design, plain visuals (Save for the beginning and very end of the map.) and relatively few enemy encounters. The fight at the end of the map provides an interesting entrance accompanied by a fitting musical cue however. The secret vista you can find is also a treat to behold. The map doesn't overstay it's welcome though, lasting little over eight minutes on your first go. Overall, a little mediocre but hardly offensive. Unlike...
Part Four. Oh god where do I start? I suppose I'll get the positives out of the way. The level design in the second half is... solid. Nothing more than solid. The map looks pretty good, like it's brothers and the combat is ok. That leaves the problems. I have four. One is a serious technical flaw, the next is a nitpick, then two missed opportunities. I'll begin from the top:
Overall, this is the low-point of the map pack for me. But it didn't have to be.
The finale of the map pack is definitely the second best in the entire pack for me. This map is nothing but combat from beginning to end, but the combat that is here is quite engaging with a few ways to go about solving your problems. Do you Crossbow that group of five soldier below you or sly a Grenade in there to wipe them all out at once? That kind of stuff. This map is also a visual treat. Blending the natural Half-Life 2: Episode 2 look with the more urban aesthetic of Half-Life 2's final City 17 chapters.
After downing the Strider and it's cohorts, you exit onto a forest road through a now-open Combine Barricade. Suddenly however, the screen fades to grayscale. Gman appears, adjusts his tie, and leaves without saying a word. It's contrived as hell and just flat-out lazy. This is the ending Half-Life modders use as a cop-out for real storytelling and it's quite annoying when it crops up. A very weak endgame overall.
So. Would I recommend Combine Canyon? Yes, I would. It has it's fair share of issues, but makes up for it with solid presentation and generally good mapping quality with great difficulty balancing. Definitely try it if you're itch for Half-Life content starts eating away at you again.
(Thank You Loaf for providing me with Beta versions of Part 3 and Part 4 over a year ago.)