ESHQ is a mod for Half-Life with its own storyline (not from Half-Life universe). Unknown government spy must steal secret files from the building called 'Evil scientists headquarters'. But his job gonna be a bit more difficult and long in time and space...

ESHQ is an abbreviation that means 'Evil scientists headquarters'. It is a name for fake experimental center, used for distraction from the real bad guys.

First of them - Bernier city experimental base complex. Exists independently of city administration and other city buildings. Consists of 5 separated bases connected by subsurface transport system.

- 'Base 1' works at aquabiology and same technologies. Has underwater 'garden'. Connected to generic railway.

- 'Base 2' worked with onground fauna. Had own warehouse complex; connected to generic railway. Closed and sealed after unsuccessful experiment.

- 'Base 3' works at weather control. Placed in Bernier mountain; uses its own transport railways; connected to generic railway and to teleport system. Weather control plant was developed with constructive mistakes (what will be clarified subsequently). Probably, is a HQ of complex CEO.

- 'Base 4' works with reality imitation technologies. Has its own missile arsenal (any missile can incinerate lagre surface field) and rocket bunker. Connected to generic railway and teleport system.

- 'Base 5' works with weapons. Its about 100 km from the city. Has its own tectonic laboratory, surgery complex and recycling complex. Has transport airships with gravimovers. Connected to generic onground railway.

- Bernier city secret transport city - system of railway and teleport hubs and tunnels. Uses teleportation core and own reactor complex.

Second of them - Sampi research complex. Consists of 3 separated sectors and a HQ.

- Onground and subsurface Sampi station - basically, living and storage areas, test sites, etc.

- Deepcave Sampi station - forbidden biological and radiological experiments, teleportation tests, 'living without sun' psychological tests.

- Sampi space station - large complex of space-station-like block ('columns') uses for 'long staying in space' tests. Has its own very powerful reactor complex, life supporting system, labs complex, etc.

- Sampi headquarters - especial building placed in Border world. Uses its antigravitational materials and heavy-duty constructions. Can be destroyed immediately is necessary.

Initially all of this didn't concern the protagonist in any way. But fate is unpredictable, you know. And now he need to go through all of this points of evil


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Firstly. In addition to main article.

18. We have added 'Don't reset view angle/speed' flag to trigger_teleport entity.

Secondly. We have used it when built very long vent pipe and metro tunnel. While passing it looks like... nothing. You see no perceptible changes. But in map file it is three or four pipes placed close to each other. Like this:Sample 1

Sample 2

Triggers on ends of segments placed in this way: the end of first segment looks like this:

Sample 3

There are 52 map points between center of info_teleport_destination and nearest point of trigger_teleport.

The start of second segment looks like this:

Sample 4

As you know, the trigger_teleport entity teleports player exactly to a center of info_teleport_destination entity (not as it is in case of trigger_changelevel and info_landmark). And it is necessary that point of i_t_d and point of player's approximate location without using this scheme coincide. The simplest way to do this is to keep player from 'going aside'. Thats why map geometry near from teleport must be (it is recommended) 'narrow'.

You can simplify your work if your plot allows you to close back way. Just keep the distance between entities. Place both of them (with correct distance) in both of copies of 'transit rooms' and remove unnecessary ones.

Anyway, now we can make something like this:

Except for 'narrow' level desing, it can be useful, we think.

ESHQ mod content

ESHQ mod content

News

We have a big trouble. And we really don't know what we gonna do with it

Mod plot (part 4)

Mod plot (part 4)

News

Article continues describing default events of mod storyline and some spoilers that can help to go through some difficult locations. WARNING: SPOILERS...

Mod plot (part 3)

Mod plot (part 3)

News

Article continues describing default events of mod storyline and some spoilers that can help to go through some difficult locations. WARNING: SPOILERS...

Mod plot (part 2)

Mod plot (part 2)

News

Article continues describing default events of mod storyline and some spoilers that can help to go through some difficult locations. WARNING: SPOILERS...

Add file RSS Files
ESHQ files validation list

ESHQ files validation list

Other

List of questionable content. We need to understand what to do with it

ESHQ setup modules

ESHQ setup modules

Installer Tool

Here is setup modules specially written for mod. Only for testing yet. If you have any problem with it, please, remind me immediately

Comments
Deviltown15
Deviltown15

This looks really good. keep up the amazing work. I'm sure this mod will get big if you put the sweat and blood into it. good luck friend and ill definitely be keeping my eye on this.

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