Autonomy Lost is the sequel to HTC (Hunt The Cunt). Once again you play as the HECU grunt Jane Doe, set directly after the events of HTC.

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Played on medium and found gameplay balance/enemy spawns unfair in many cases, rather than challenging.

Minor note: in the very first room you can get stuck behind some crates in the back.


If I were to describe it in just two words, those would be 'unfair ********'.

First of all, yeah, mapping is good, possibly ever better than Caged. But let's throw it out the window now, because boy does the gameplay suck.

It was obviously never play-tested other than during design phase. It's just too hard. All the enemy encounters are scritped for maximum pain, you often have to mremorise where everything spawns, die 4 times, then finally get through them with 10 hp remaining. Add to that very inconvinient doors/corridords layout, and enemies spawning in HUGE open areas with no cover. Oh, and no armor, because **** you. Yeah, there's no batteries anywhere (there was one I saw but it was unreachable, apparently).

Lemme illustrate. Here.

I was killed pretty much instantly because vortigaunts are already notorious for their precision, and there was no cover, and the stupid door conviniently blocked my escape. And this happens all the time; the challenge isn't progressive but instead weirdly oscillating.

That's all with zombies dealing FOURTY damage on one hit and healtkits being reduced to 15 hp. And, as I said, no armour. You know ****'s bad when you have to scrap for health at the vending machine.

Oh, and one more thing: explosive barrels don't exlode. Ever. So you can't use the surroundings for your advantage, because why put effort into smart gameplay.

So there you go. If you like suffering, go give it a try, I guess.

it's meh

Too short, but I still like it. I wanna more! :P


Story: This is a conclusion to “hunt the c*nt” although you wouldn’t necessarily needed to play that as it’s only loosely attached to it. Like Freeman you were in suspended Cryo stasis and are under orders by G-man to obtain an unspecified Document for him. We do not know where the story takes place nor how much time has passed since “HTC”. And therefore that’s pretty much it what we get know of the story.

Mapping: The various levels are epic in their design thanks to lovely created architecture and night-watch – poke textures etc. There really isn’t much else to tell. In my opinion the mapping is flawless.

Gameplay: The levels take place in yet another mysterious facility that is not Black Mesa. It’s unclear what has happened in that facility but occasional screams aside the place is dead and well deserted except for the monsters. The game play is for the most part smooth although just like in the authors 1st release I wish there would’ve been some more scripted sequences to add more life to it. You basically just run and gun your way through empty corridors.

Audio: Now that’s one of the stronger aspects of this mod. Just like the author did in HTC he relies heavy emphasis on audio scripting to set a nice atmosphere in his creations. And he succeeds with in. How ever a better mix between audio elements and actual monster scripting would be well called for in my personal opinion.

– Lovely mapping and texture usage.
– Fantastic audio setup. Be it elevator music, screams in the distance just to name few of the things.
– Nicely re-balanced monsters and new skins.
– Numerous secrets where you can find additional weapons such as the cross-bow or certain pc equipment. 🙂
– Solid game length.
– Few button riddles.
– Old school mod through and through.

– While good looking and sounding. I sometimes felt the lack of personality this mod provides, thus sometimes it felt monotone.
– Some more npc scripts would’ve been welcomed.
– Rather short on story elements.

Conclusion: All in all it’s a solid and well made mode. Exploring the great looking maps alone makes it worth it. They must have build the Facility partially for giants. But it adds a nice certain realism aspect to it as you feel like you’re exploring a massive bunker complex.

The follow up to one of 2017s best Goldsource mods, it's no surprise that Autonomy Lost looks incredible... for the most part.

While a lot of the areas contain a ton of detail and nicely varied lighting, the last few sections feel terribly bland.

Same can be said for the gameplay. Nice and challenging throughout, but this takes a nose dive in the closing couple of maps with a lot of featureless open arenas. While this does mean you have great freedom of movement, allowing you to circle strafe larger enemies while filling them with buckshot, it also means that it is entirely possible to sit out of range of their attacks and plink away at them with the glock. It is also very easy to get trapped on the geometry in certain areas, requiring the player to use noclip to get out and proceed. It also has a couple of sections where I was apparently key hunting, without knowing that I was key hunting. I would see a message that I had acquired a key, only to backtrack, confused and searching for a locked door that I had apparently missed.

The plot is pretty basic to the point where it isn't really necessary at all. In fact, the intro text faded so quickly that I only really took half of it in.

Ambience remains fantastic throughout and is one thing that maintains it's high standard right up to the finale.

On top of all that, the mod is crammed with some really nice scripted sequences, as well as a number of easter eggs that reference music, movies and other videogames.

"Shake it baby."

Epics environmets, gameplay, etc...

Best level design


Meraqel says

May contain spoilers Agree Disagree

well, i'm very surprised it was so boring/flat. I was expecting a lot more after htc and the evasion.


Incredibly detailed mapping - the various inaccessible walkways and ventilation shafts gave the impression of a much larger game space.

The gameplay was a bit mixed, although I did enjoy the challenge. Sometimes, enemies were places far enough away that they couldn't attack, and some enemies were placed in large open areas which required some more classic run and gun gameplay. I feel it was an attempt to mix up traditional Half-Life gameplay (and really, if you are still playing HL mods after 20 years a shake up is very welcome!) but in some cases it did not work as intended.

The plot was very thin - but I loved the descent into the complex and the various scripted events and unseen horrors.

A very solid map pack - and I very much look forward to more :)

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