Watch some Half-Life here
www . youtube . com/bigbaby2tv
the para school crash dynamite is by my guess, caused by having too much dynamite being picked up all at once. Try setting the monstermakers to have only 1 max live children
try r_dynamic 0
I'm playin on hard the first time because i'm just looking for trouble. And boy, there sure were alot of it. I still dont know why those guys in the dusky place were so OP.
This mod is awesomely long. I still havent finished, might take a long while... Currently in the lumber yard
Spirit mod. You are a GIANT mecha robot fresh out of a factory while your base is under immediate attack. You must fight enemy GIANT mecha robots and their military support which includes heavy tanks and rocket artillery. I must admit, it pretty hard, especially at the beginning where ammo is limited. On top of that, you cannot knife the support vehicles since they all explode in your face dealing more damage than their actual attacks. On the plus side, you are huge and everything else is scaled smaller from your view, which isnt something you normally see in any mod. It's pretty different from your standard black mesa escape mod, so take a look.
Just played it on hard. It's excellent. Although there isn't much of a story beyond the intro, it's very fun and reminds me a bit of blue shift as well. Health and ammo are pretty generous and there's also plenty of secrets. Didn't run into any bugs or problems.
I thought the G3 was slightly overpowered but it is fairly balanced, gaining extra damage in exchange for a much smaller clip size. You cant spray it like you did with vanilla HL's MP5. Go ahead, try it now!
Very good mod. Strong and convincing industrial era atmosphere. Fairly difficult. Several different and challenging environments (not spoiling for you.) People say it's short, but 1 hour I think is pretty long. Story is pretty cool too, though sometimes it felt like what the characters say come from reading a book rather than things that people would actually say. Not really a problem though. Overall I think it's a great mod, but not as scary as they hunger (well maybe a little)
Theres a few bugs and grievances I want to mention. there doesnt seem to be any autosaves in the dockhouse, and it's a tough map with an insta-death area. Speaking of which, it's possible to skip the dockhouse map entirely by walking along the outer wall. I also got teh 'stuck in the barricade boards' in the first map. Also it seems it wasn't very clear which door the key in the bar opens, though it certainly wasnt the house in the middle of the plaza. Also on that map theres a leak where you can see the skybox behind the store window.
The bosses are extremely tough, but very possible. Great job
Play this mod. It's different from every other mod you have ever played, including they hunger. Having played 400+ mods I can say no mod I've played is quite like this one. I'd say it's a mix between they hunger and wanted, but is very different from both of them.
whats not funny is that this is like the 3rd or 4th half life mod with this idea, so its actually getting boring
Played this until it crashed around the middle of "We've got Hostiles!" chapter. Great beta. There are massive changes to the Half life engine based on more gore and gibbing. The kick is a (in my opinion) overpowered move that is basically infinite stun, but i guess that's the point here. It also comes with a load of problems, though, like the videos some have shown where a needed pushable box is kicked out of reach of the player. The other thing I want to mention is the AI changes. Generally I noticed the AI seems to be faster, but I also noticed some weird things, like zombies freezing and soldiers dropping a grenade and then decide to drop another grenade right after dropping the first one, so that the first one blows him up. They also seem to like using grenades more than vanilla and dont seem to toss them as well, from the little i've seen. I have seen the AI code and some of them goes for miles long so I dunno how much you can really 'fix' the AI here.
One more thing, crouch wasn't bound to left ctrl but thats not a real problem. But the 'walk' button seems to be broken. Any ideas?
Seems to work pretty well, however there are some minor issues:
- the exit teleport ends up on top of debris that is too high to jump on, leaving you stuck in the room with the garg
- Because it is possible to re-enter the uplink maps from the lambda core B teleport, re-entering the uplink maps will get the player stuck, as the vents that lead to the garg room gets blocked
Otherwise the maps integrate well into the original vanilla game. Very good!
Single map based around a series of rooms separated by breakable walls. It could be an interesting gameplay based on how every time you break the wall to the next room you have no idea what is waiting behind it. This mod inspires me to make a map with a similar theme. Very nice!
Single map mod. I managed to survive after several deaths. The hardest part of the map isn't actually the boss area (image 3 above), but it's most likely the room where you first encounter the soldiers, as one of them in particular has a surprise for you (I won't reveal the surprise, but it involves explosives and your face.) The second hardest area would of course be the assassins.
I am not going to say that the mapping was bad, seeing as it is prolly the first attempt at mapping, and this is definitely better than a laggy huge single killbox map. But there is still some lag though. I don't know what is causing it, as the map isn't actually that big. Make sure to seal any leaks in the map and do not use a giant cube to contain the entire map, as that will cause lag. There is some enemy variety, but not too much as zombies prolly take up about 50% of the experience here, and for me it was mostly just luring them to barney so I dont waste ammo. Speaking of which, ammo management is a bit more important here as the crowbar is not given at the start (but can be found later.)
It would prolly be a good idea to use more than 4 textures for about 90% of the map. The tables are also scaled too tall, and a crossbow ammo placed there was not reachable because I couldn't jump on the tables. The rooms are kinda bland, but some effort was made to decorate them such as the electronic cart and soda machine in one room, but more would have been interesting. I also suspect that all the doors were copy pasted off one another and have the same name, causing them to all open or all close at the same time. I could be wrong though. Anyway, hope you had fun making this map, and possibly make more interesting maps in the future!
Short mod that has high difficulty. Minor coding changes that pretty much nerf the crowbar and glock so you can NOT depend on them like in most mods. All damage in the game has been buffed significantly, so yes, this is one of those mods where soldiers can kill you within 3 seconds if you dont take cover. Slightly confusing puzzle in the first map, coupled with the fact that in the early maps you have very little ammunition coupled with a severely nerfed crowbar, you need to be rather stealthy when you have to deal with respawning slaves. Be extremely careful in the first two maps. Thankfully there are 'infirmary' rooms stocked with lots of medikits.
There is a bug where if you open the locker with the keycard in the first map, the locker door may 'push' the keycard away and make it unable to be picked up. I'd suggest relocating the keycard away from the angle of the locker door opening. Another thing is that due especially to the difficulty of this mod, autosaves are a must. THey are very easy to place in hammer so I'd highly suggest having them, say, at least one per map but maybe more.
Mapping is alright but not spectacular. Play some other mods if you want to see how detailed maps can get and stuff. The challenge of this mod is definitely new and interesting, having to deal with extremely limited ammunition, high damage from enemies, and sneaking around monster respawns. Good run.
This is a hybrid puzzle and action mod with some horror mixed in. Around half the mod is spent without weapons and is mostly puzzle based and finding useful items and whatnot. The puzzles are not too difficult until around the halfway boss fight, good luck with that. After the boss the mod is more action oriented and several weapons are available against the enemies you will encounter. But there are still plenty of puzzles and thinking. The final boss area is pretty tough, although well balanced due to having high-tier weapons by that point. Each map is quite long, so the length is decent overall. Very good mod and you all should play it. Long live HL1 modding
find the hook in the area next to the vent, then use it to hook the keys off the dead construction worker on the other side of the fence. The pliers are in the locked room.
I'm using a very simple criteria for this list (whether there is a liblist.gam file.) You should ask me before making changes to the list. And honestly, your criteria isn't very good. I don't think it's fair to randomly judge any given mod as 'bad' for any reason. Also, just because it has 1 map doesnt mean it's not a mod. There are total conversions that have a single map. Like I said, I'm using a very simple, easy to judge criteria, while yours is kinda opinionated and not exact. I just want to know that, if I continue to update this list, are you going to edit it again suddenly.
if you are a fan of Star wars, you really should download this mod. It has I think almost every weapon from star wars. The only problem is that the maps are very basic and were far from finished. But you want to download this because NO OTHER MOD WILL LET YOU BE A JEDI AND DEFLECT SHOTS WITH A LIGHTSABRE.
i didn't include mappacks (downloads that don't include liblist.gam)
Also, an admin removed some mods from the list without informing me. I dont want to risk adding them back unless I'd be sure it doesn't get changed again.
Hi, so I was gonna update this, but I noticed that mods have edited the article, lol. I never noticed it got edited, or even when. I was going by a standard procedure on which mods were added and what not, and this got kinda confusing. Do you mods still need me to update the article? Not sure where you all going with this. But I guess it's pretty cool that this is now the 'official' moddb reference for HL1 mods
A surprisingly good mod. The maps are very detailed and there are several reconnected areas that make it much more interesting than your typical linear HL mod. The mod appears to use Unholy's code, which significantly increases difficulty by replacing batteries and wall-HEV chargers with kevlar vests. The soldiers in the first two maps are the hardest part of the mod, since many of them carry contact grenades and the maps are pretty confined.
This mod has a very creepy atmosphere that allows it to draw out the horror aspects of HL and scare the players. A spooky background music, along with some ambushes made me very tense and I held down the shift key most of the time while playing. Around the half-way I started hearing gonomes... this mod's horror element made it really appealing to me.
I really highly recommend you try this mod. It's not too long, but the experience is great. The maps are well-made, and health/armour is pretty reasonable, but the soldiers at the beginning do make the first part of the mod harder than the later parts. If you are going to play this, I hope you do it at night, alone. Preferably with the lights off.
Original map uploaded to TWHL (http://twhl.info/vault.php?map=2106)
This isn't a bad mod at all. People prolly expect this to be BooM-style troll mod or something, but it's actually a typical escape-from-black-mesa standard mod. Only difference is that, instead of a human in a HEV suit, you are a cartoon pony. And you will soon realize an important fact: neither Xen nor the military are bronies.
I'd say this is the next big mod this year, after challenger deep 2 (which I can't play because it crashes on startup :(
Beginner's mod. Not optimized very well. Mapping is very basic but the mapper has extended beyond the stock textures and included some new ones (mostly from counter-strike) to present some new settings. Does not seem to work on steam. Mod crashes at some point.
Overall, an average beginner's mod that presents many different settings. There is one section where you must deal with many enemies and with no explosives. Slightly challenging. I would suggest that before you release a mod you test it to make sure there are no crashes or problems first.
this is totally intentional by valve. They want to sell half life to the penguins so a handful of people will spend 2 bucks on it. Of course no one at valve will give a crap about all the people who already paid for the Half life. The forced HD pack (just before this update) is also there to appeal to the new players. I dont think they will try to fix anything. Isn't the HL2 HDR issue still around after all?
The fact that this was a silent update shows that valve knows there will be negative backlash, so yeah. Totally intentional.
also, good luck with challenger deep
Ten or so puzzle type maps with a 3D mario theme looking for giant rotating coloured keys. There were alot of bugs, particularly the 'only server can changelevel' fail to load next map ones. Mostly fun jumping puzzles in a fun setting. Erratic autosaves. Hard to figure out what can be 'used' sometimes. I think this was an early mapping project eh? Also we got some 'timed' sequences where you must rush to keep up with a platform before the fall damage becomes too great, but none of these events become obvious to the player until it's too late. I was able to skip some areas by abusing longjump and going over the castle wall and right into the next map. Overall, mario fans with some inclination for puzzle types can jump for joy a bit here. But there some bugs that can make the mod difficult to get thru.
drink the vodka
Snowy platformer mod. Very jolly and mildly fun. Could not figure out how to cross the giant bridge. Music is very relaxing until the track finishes then THE HORROR SOUNDS. The town where you find 5 trees was very nice and breaks the monotony of simple platforming. Overall, a pretty good small mod.
I'm guessing it's because a strict op4 mappack require players to have op4 and not everyone has that
Very good spirit based mod with portal-ish overtones.