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...
ESHQ is an abbreviation that means “Evil scientists headquarters”. This is the name for the fake experimental center, used for distraction from the real infrastructure complex:
This organization has an antagonist – the “Sampi research complex”. Probably, the ESHQ was the part of Sampi, but it hasn’t been confirmed. It consists of three separated sectors and the headquarters:
Initially all of these points didn’t concern the protagonist in any way. But fate is unpredictable. And now he need to go through all of this elements of evil...
Refer to this page if you have any problems deploying or playing this mod. Also you can find the complete mod plot and structure here, if you think you’re doing something wrong. Finally, there is an article about collectibles and achievements available in the mod
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Support of all versions older than 13.5 has been stopped on August 22, 2023
We’re following the Social communities policy on all of public platforms we’re existing at, including this one. Therefore, the behavior like this will never be tolerated (with corresponding consequences)
We know about some troubles with our mod. F. e.:
You are free to send bug reports, wishes and recommendations to us
1. Download the DPArray. This tool allows you to download all needed packages and updates for all our mods, including this one. According to Applications development policy (ADP), DPArray is payments-free, ads-free, hidden-functionality-free and completely safe to use.
2. Start DPArray. Confirm your acquaintance with ADP if needed.
3.1. If you haven’t installed the mod before or have version older than 13.5, download the ESHQ main package from the list of projects. Otherwise, skip this step.
3.2. If you already have (or will have after the previous step) the mod version 13.5 or newer, download the ESHQ update package.
4. Perform installation steps in suggested order.
WARNING! It is strongly recommended to preserve offered installation path and to use empty directory for it. Don't install this mod into Steam location or into placements of any other mods. This mod is stand-alone!
Download this mod archive, extract it into the empty directory and start hl.exe. In this case you should be able to manually check for mod updates and installation integrity. Only the archive linked here is the original one!
WARNING! Do not overwrite files of any other mod or the Steam installation. This is a stand-alone mod! Also, this variant cannot protect your save files from becoming incompatible with the version of update
WARNING! Bad gravity triggering is still here. We’ll try to fix it... again...
If you see the low gravity level after exiting the “Mario” simulation, please, exit the mod, remove the “achi2.sc” file from the mod directory and run it again. This should help.
We’re really sorry for it.
Version 13.8.4 (preparing) - Critical fixes for maps
We’ve obtained the new walkthrough performed by Vaelastrasz. ESHQ now looks more stable but still has some bugs and bad mapping solutions. Thanks to this extremely long but fun and entertaining video we’ve collected the next list of fixes and improvements:ESHQ01: add a bullet hole to the glass (to make the path obvious) (fixed);ESHQ01: [only for the first map] add a cross above the first aid kits and crates with items (fixed);ESHQ03: jumping to the other corner of the roof should not be available (fixed);ESHQ03: the first ladder should be crushed immediately (fixed);ESHQ04: the first rat should have an achievement intro message (fixed);ESHQ05: the basement window should be more remarkable (fixed);ESHQ07: the usable hatch before the ship should be opened initially (fixed);ESHQ09, ESHQ10: invisible ceiling is too low (fixed);
ESHQ13: make the hatch on the floor more remarkable;
ESHQ13: add some service gates in power plants;
ESHQ13: add autosave when entering the pool;
ESHQ15: make the storage door more remarkable;
ESHQ17: make canisters explodable;
ESHQ18: make a [trolley is empty] indicator;
ESHQ19: make warehouse bombing more obvious;
ESHQ26: block the wrong exit in the parking lot;
ESHQ29: textures of password panels at the cable car station are bad;
ESHQ33: a container with weapons should be opened initially;
ESHQ41: incorrect button sound at the entrance to the corridor with elevator;
ESHQ41: remove the extraneous sound on the transition gateway;
ESHQ53: airlock doors should not jam corpses;
ESHQ61: check the sound in ventilation, may be inactive;
ESHQ62: the outlet of the drain pipe should be more remarkable;
ESHQ63: add a hint about the need to turn on the gas again;
ESHQ66: new texture of the door between the portals;
ESHQ66: remove abbreviations from the letter
We’re now working on them. Please, give us a little time. Thank you!
Version 13.8.3 - Maps and engine updates
Changes:
• Map ESHQ01: added a bullet hole to the glass (to make the path obvious);
• Map ESHQ01: added a cross above the first aid kits and the first crates with items;
• Map ESHQ03: jumping to the other corner of the roof is not available;
• Map ESHQ03: the first ladder will be crushed immediately (to reveal the short way);
• Map ESHQ04: the first achievement now has an intro message;
• Map ESHQ05: the basement window is now more remarkable;
• Map ESHQ07: the usable hatch before the SeaLab is now opened initially;
• Map ESHQ10: invisible ceilings aren't too low;
• Maps 1 - 7: added new geometry (to decrease the rate of “corridority”);
• Maps 1 - 10: added new lighting and light points;
• Maps 1 - 11: removed some extraneous textures;
• Engine: fixed the incorrect behavior of the flashlight
Version 13.8.2 - Critical map fixes
Changes:
• ESHQ21: gravity trigger now should work properly;
• ESHQ33, ESHQ34, ESHQ50, ESHQ52: fixed the damage level of non-hazardous lasers;
• ESHQ48: removed the bad game_end trigger
Version 13.8.1 - Engine update
Changes:
• Engine: possibly, fixed an incorrect gravity triggering (read about details down in the comments);
• Engine: actual updates from mother project (Xash FWGS) have been applied
Version 13.8 - Other fixes from thecopsstream2239
We’ve obtained a review for ESHQ on YouTube from thecopsstream2239. And there was a lot of critical fixes we’ve done in 13.7.x releases. Also we’ve made a long set of improvements, new geometry units and new behavior elements for the first game ending. Other endings got the next list of changes:
- ESHQ58: fixed inaccessible ammo;
- ESHQ66: replaced textures for levers and gates;
- Added some new geometry to maps 52 - 67;
- Applied other fixes and improvements for maps 52 - 67;
- VIEW: probably, there are no questionable doors / gates in the mod (“door problem” is fixed, we guess).
We know that ESHQ still has some fundamental problems. But the development is still alive. So, we think it is possible to... at least make them unremarkable
Older updates log you can find here
This article describes what are collectibles in ESHQ mod and why (and how) you have to find them all.
Player can start the mod from maps described in this article. These maps contain correct entrances for the generic mod’s plot...
As you remember, we're now working on new voice acting for ESHQ. And we invite everyone who wants to be a part of its story to do this together!
This walkthrough has been done by Simone Schembri. It provides the completely new look for mod's locations and events...
Complete mod assembly with the latest fixes and improvements from the current cycle of updates
Complete mod assembly with the latest fixes and improvements from the current cycle of updates
This article describes default events of the mod storyline and some spoilers that can help to go through some difficult locations. Also here you can find...
We're again try to voice act our mod (in English and Russian). Because our own voices are bad. So, you can become a part of ESHQ. Read this task for details...
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
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Hi everyone!
We have possibly fixed (yeah, again) the incorrect gravity triggering between maps 20 and 21 (when exiting the “simulation”).
The possible reason was in the engine code that processes the trigger events. These events may occur at the same time (with millisecond gap). So, it can depend on the speed of your CPU and motherboard stuff how this bug will behave.
If speed is relatively low, this code is able to process all triggers correctly. Otherwise, it was possible to process some events “at once” but wrongly: one function call receives statuses from two or more events, processes the first one (it can do only one per call) and labels them all as done.
We have made it to process all events independently: now it can label only one event per call. We hope, this should help.
P. S. If you are now on the map that goes after this scene and you are experiencing problems with gravity, please, remove file “achi2.sc” from the mod directory and start it again. This should help too.
We’re sorry for this inconvenience
Youtube.com
wellll that so many maps. in this moddd (70 maps..?)
i did play just one-day to finish !(took 7 hours)
i used 13.8 Version. also this mod so great epic mod :)
i tried my best. i set the all of chapters in video timeline !
Hi!
Thank you very much for your video! We really appreciate every single try to complete the entire mod. Because we know that it is extremely long and drawn-out in some parts.
We’ll return to this walkthrough to collect existing problems and inconveniences and fix them in future versions. As soon as possible
Sure that why i devided every chapter in timeline :>
Hi again!
First of all - _sorry for gravity_. We're still failing in our tries to fix it. It is a real conspiracy how it can stay low after a plenty of triggers that should disable it.
Anyway, thank you very much for your job! It was long and impressive adventure! We really like your style!
We've found a lot of questionable and unobvious points. So, we'll try to make them work properly... again...
Надеюсь, ближе к НГ освободится время и смогу еще раз пройти мод, даже интересно, насколько он изменился за несколько лет.
Доброго времени суток!
Рады, что Вы по-прежнему с нами! Не можем сказать, что изменения были прям монументальными, решающими самые сложные проблемы мода. Но кое-что новое Вы наверняка в новой версии найдёте
хорошо, обязательно отпишусь о впечатлениях.
I won't have time to do another playthrough of your work, sadly, byt my fellow HL YouTuber Vaelastraz (Korean VTuber) should be live streaming your mod, on my advice, this incoming week if you are interested :
Youtube.com
He is very skillful on HL stuff - done already several hard mods.
In advance, I apologize for barging in. But answering under 3-years old posts in Residual Life discussion won't give this mod its due.
If you remember, we had a brief discussion on secrets and level design of RL, then version 1.9. Concluding which, you advised me to try ESHQ given my love of long HL campaigns.
So I've just finished ESHQ 13.8. And I can't express just how thankful I am for your advice.
Because this is legit one of the strangest and coolest mods for HL, as well as the longest one I've ever played. RL on Sun Eater Pillar route? They Hunger? ESHQ eats them and ***** them.
It took me around 20 hours to complete it - at least! It is so long I've lost count of how many hours it took and just how many chapters I've finished. You have some half dozen levels per 20-something chapters, each level taking from around 20-30 minutes to an hour+.
This is absurd. In a good way, but I am literally dumbfounded - I doubted anyone would bother to make HL campaign of this size, yet the madlad here did - and it is glorious!
Hi!
That’s great! Thank you!
We just hope, ESHQ will not disappoint him (as it was recently with another streamer).
Also, we’ll be always glad to see you again when you have a free minute
All in all, ESHQ is like good old games - perhaps, a homage? - its does not hold your hands and half-walk itself. ESHQ makes you think, not just shoot stuff. It makes you orient yourself on the level, look around, investigate minor details - think, think, think.
And this is brilliant. I certainly could do with more HL1 mods like this beauty.
And if we would compare this mod with any other HL mod, then indeed Residual Life has some semblance. But even more so - that Call of Ctulhu mod. Basically has the same formula: some puzzles, some levels you mostly walk through, minimalistic design. Only its minimalism wasn't, I think, a choice of style - more likely that author couldn't do better. That mod was quite junky at times.
P.S. Небольшое дополнение.
Любопытно получается. Мод - буквально бродилка-стрелялка. Но не с равновесным ударением на обе компоненты, и не с традиционным для шутера ударением на стрельбе. Нет, ESHQ - это БРОДИЛКА-стрелялка, где ты чаще будешь просто бродить. И хоть это и звучит как тоска смертная, на деле оказалось удивительно увлекательным процессом.
Ещё отмечу ошибки перевода. Как только я увидел accurate в значении "аккуратный", я сразу понял, какой язык у автора первый. Верно было бы careful, accurate - это точный, либо как точное замечание/описание, либо как точный выстрел. В остальном же я их, увы, не запомнил - но их хватало. Пара десятков за весь мод точно накопится. Обычно они не слишком бросаются в глаза, но вот момент с аккуратный-accurate, например, сбивает с толку, т.к. тебя явно должны были попросить быть аккуратным в лабе, но вместо этого почему-то требуют точности. Как бы, контекст так и так не даёт ошибиться, да и мелочь это, но всё же.
Ах да - эпизод в больнице-заброшке был троллингом? Я 10 минут бегал туда-сюда и собирал ключи, как идиот, с мыслью: "да когда вы, блядь, закончитесь?!!". А наградную мухобойку в итоге так и не заюзал, лол.
To the creator of this mod - you were drawing inspiration from older shooters like the first Unreal and Quake 2, as well as from Gunmen Chronicles and the first FEAR, right? Because some levels reminded me of those games - sometime in vibes, sometime in design.
And what is curious. ESHQ uses minimalistic, boxy, utilitarian-looking, geometrically-minimalistic aesthetics. And its clearly not because you can't make a tube non-square - in fact, those circular textures on some of the machines (teleporters and other "beamy" devices) blended with the environment so well I sometimes mistook it for an actual circle. And some of script sequences as well as level layouts and just the silent spectacle of some places were impressive.
You've made some fire and flooding levels so well I can call it genius moves. You've made working smoke - that suffocates you! - and flood that looked like water coming under great pressure! And that bit where whole section of corridor sinks in lava and you use intact part as an elevator - that something. Despite simple, utilitarian looks of your mod, I've yet to see equal amount of attention to details in any other HL1 mod. And I don't mean "details" as decoration - I mean putting parts of wall that collapsed into the cave in lower section of the cave where those bits would naturally land! Or placing scratch mark from big piece of ventilation pipe being thrown down the corridor - right where they should have naturally been!
If anyone would be fooled by squares on squares that are most of the levels - heck, shame on them! This level of detailing is beyond what most mods could dream of.
Of course, there are downsides as well. Sometimes there are almost hour-long sections without any fights - not what most HL players are used to. You just go around, explore, proceed forward, do some puzzle, gather some secrets. I loved these quiet moments, but not everyone will.
Oh, and often you must do puzzle to proceed. Find what to press or key, or what to shoot and how, etc. At no point it really halted my progress, but a few times I wasted 10-15 minutes trying to figure out what the heck am I supposed to do. But not once did I use the walkthrough! Every puzzle is perfectly doable with no external clues - just be a bit more tenacious and use your brain.
Also, author isn't English-speaking. More precisely, he is definitely Russian-speaking, because when you, like me, can use both of these languages, some typical Russian-to-English translation mistakes become obvious. So, while text is good enough, and is, BTW, voice-acted (or machine-voice-acted? no idea), there are some really silly mistakes here and there.
Hi!
Thank you very much for such a positive and... heartful review! Messages like yours make us think that we’re doing something right sometimes.
Yes, we know about mistakes done in subtitles and voice lines a few years ago. It was our bad. And we’re still searching for actors who can write new correct voice samples for corresponing scenes. But it is more difficult that we thought in the beginning.
Thank you again for your attention to detail. Our main idea was to show some things and situations that we can’t find in real life, other games or movies. You know, good movie about some disaster is a rare thing. So, we’re trying to build them as well as we can.
Intermediate sections may be poor and boring for now. We’re still working on them. When we do another run (yes, we’re doing walkthroughs regularly – to find and replace bad geometry, poor desing and other mistakes) they seem for us... like a place to relax for player. But we understand that they should and can look more interesting and less... em... junky.
It’s very likely that we were inspired by other mods. But we can’t think of titles other than (obviously) Half-Life 1, Half-Life 2 (and episodes), Black Mesa and Residual Life. Maybe, something from Afraid of monsters DC, Nightmare house 2 and Survive in Catacombs too. But that wasn’t the goal.
The hospital is an implementation of an idea we met in some other mods (maybe, harder a bit). We thought that this activity can be some kind of meditation... that was questionable decision, we know. So, it can be passed faster without critical loss in collectable objects (there is a hole in a wall between the first and the last room).
Anyway, we’re happy to know that your experience is mostly positive. But we have one question at last: did you experienced an incorrect gravity level after the “simulation” section?