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 infrastructure objects.

First of them - 'Bernier city experimental base' complex. Exists independently from 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. Probably, is a HQ of complex.

- 'Base 4' works with reality imitation technologies. Has its own missile arsenal and rocket bunker (probably, left by old 'Base 5'). 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. Connected to generic onground railway.

- Bernier city secret transport system - complex 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. Has its own teleportation and gravity cores.

Initially all of this 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...

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Actual update package

News

Actual setup assembly (v 3.0): ESHQ v 3.0

Actual update package (v 3.5): ESHQ update to v 3.5


How to use:

If you haven't installed mod before:
1. Download and unzip 'ESHQ_v_3_0.rar';
2. Download and unzip 'ESHQ_update_to_v_3_5.rar' to the same folder; overwrite matching files;
3. Launch 'ESHQInstaller.exe', setup main mod files;
4. Launch 'ESHQUpdater.exe', setup update files.

If you have already installed mod version 3.0 or newer:
1. Perform step 2 from the previous sequence;
2. Perform step 4 from the previous sequence. If you haven't .pth file (contains mod setup path) or corresponding registry entry required by update module, use MakePth utility to restore it.

NOTE: if your OS is Windows XP or Windows 7, you will probably need to install Microsoft's DotNetFX40 first. Newer operating systems often contain this version of .NET Framework by default.

AND NOTE: don't try to play mod with non-original engine assemblies. Our engine adaptation has specific features and entities; mod will not work properly without it.


Updates log


Version 3.5 - enemies rebalancing, 'enlightenment', tips and guides addition

Changes:
- Maps 1, 13, 24, 29, 38, 44, etc - enemies have been partially rebalanced (thanks to Freeman665);
- Maps 7, 8, 23, 25 - flames review;
- Map 12 - dark tunnel has been shortened (thanks to all players);
- Maps 1, 19 - more lights added (thanks to Iido);
- Maps 14, 18, 33, 37, 39, 40, 43, 45, 62, 63 - tips, guides and other fixes added (big thanks to Iido);
- Many other improvements for all maps.
This update must be applied when you are on maps 10, 34, 50, 53, 54, 57, 59 (or before the walkthrough; or after it).

Version 3.4 - current maps update

Changes:
- Some textures applying review;
- Some maps review;
- Player fall off algorithm review;
- Setup files set review.
This update must be applied when you are on maps 8, 10, 34, 50, 53, 54, 57, 59 (or before the walkthrough; or after it).


Older updates log you can find here

Generic mod news

Generic mod news

News

1. We stopped support of 2.x versions of our mod; 2. You can use our 'plot' articles for troubleshooting

Old updates log

Old updates log

News

This article contains log of old updates of our mod

ESHQInstaller critical bug fixed

ESHQInstaller critical bug fixed

News

There was a critical bug in the mod installation process

ESHQ v 3.0 stand-alone release

ESHQ v 3.0 stand-alone release

News

Our first mod release. Main setup assembly and basic package for further updates

Add file RSS Files
ESHQ update to v 3.5

ESHQ update to v 3.5

Patch

Enemies rebalancing, 'enlightenment', tips and guides addition

ESHQ v 3.0

ESHQ v 3.0

Full Version

Full mod assembly with all previous updates. Fixes critical bug and updates installation / update process

ESHQ update to v 3.4

ESHQ update to v 3.4

Patch

Minor updates for some maps; correct update files set

ESHQ update to v 3.3

ESHQ update to v 3.3

Patch 2 comments

Current maps update and fix, installations modules update

ESHQ update to v 3.2

ESHQ update to v 3.2

Patch

Current mod updates (maps and textures improvements)

ESHQ update from v 2.x to v 3.0

ESHQ update from v 2.x to v 3.0

Patch

ESHQ update package from v 2.x to v 3.0. Fixes critical bug in ESHQInstaller and ESHQUpdater of v 2.x

Comments  (0 - 10 of 65)
DoItAll
DoItAll

Lost in the last chapter? Fast forward to the 1 hour mark! Here is some gameplay from this mod, feel free to use the footage for whatever!

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RD_AAOW Creator
RD_AAOW

Hi!

You have used non-original mod assembly. Mod contains its own adaptation of Xash engine and MUST NOT work with other versions and assemblies. Your troubles with triggers and geometry behavior comes only from absence of needed engine features and entities. Please, DO NOT try to walkthrough our mod with non-original engine files.

P.S. Please, review or recall your walkthrough with original mod build

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Iido
Iido

I'm stuck and really aggravated in chapter 10. In the room where the GHOST computer tries to kill you with a purple electric beam. I cannot for the life of me figure out what to do in here, I've been crowbaring, shooting, and interacting with every square inch of this room for over half an hour and am at the end of my wits and patience. I'm probably missing something simple, but I have no idea what it could be.

Really enjoying the game so far, though. I think there's a few too many soldiers in some places, and not enough medkits, I had many segments where I had like 4 health and had to make it through 10+ soldiers by constantly reloading. I also think it's a bit too dark in some spots, though I understand you did that intentionally. It'd help if the flashlight lit up just a bit more of the area, though.

EDIT: Nevermind, I did it...somehow. Reloaded and got some grenades from a previous room, managed to destroy it. Not sure if I had to hit something specific or just hit the core over and over lol, I tried shooting it before but couldn't destroy it with the ammo I had.

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RD_AAOW Creator
RD_AAOW

Thank you for your feedback!

Yes, we know about bad enemies placement on 13th, 18th, 29th, 37th, 38th, 42nd, 43rd maps (please, remind us, if found more). Next update will fix it.

Also we know about deficiency of lighting. But no idea, what maps need 'enlightenment' first. What do you think about it?

Yes, GHOST must be destroyed with underbarrel grenades launched direct to core. And player must crouch to avoid of rays. 4 grenades is enough. It is not obvious for now. We will fix it, thanks.

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Iido
Iido

Not sure which map it was, but I think the first place the dark really gave me trouble was the long subway tunnel relatively early on. Though honestly, it was probably more just me being impatient and trying to run through it than an actual flaw. If you take it very slowly and kill enemies one at a time, it isn't that bad. In hindsight, I think most dark areas aren't too bad if you just stop and look around with your flashlight for a bit, you can usually find where you need to go or what you need to interact with pretty easily. They just seem bad when you're running around aiming the light every which way looking for stuff, since the light is rather small and you can see literally nothing outside of it. XD Probably one of the most problematic dark rooms is the desert warehouse, since you have to push 3 objects around and locate a high-up door that it took me quite a while to see. I was trying to get through the windows XD Maybe you could brighten that one up just a bit, since the light coming in through the windows would illuminate the place to a minor extent. IIRC it was pitch dark, like other dark areas. Maybe it wasn't and I'm remembering wrong, though. It's really not that bad though.

One suggestion I can offer, though, is to put in some kind of indication that you have acquired "special items". By this, I mean like the C4, whatever those 3 cards were that I used in chapter 2, and I think there might have been a handle or something I picked up and placed on a door at some point, not sure where. It's a cool idea to be able to collect and use "key items" other than keycards, but having 0 indication that I had picked them up led to some confusion as to where I was getting these things and how exactly I solved some puzzles... The worst instance of this was in Hotel where you have to find all the keys. When I finally located the C4 blocks, I thought I was supposed to blow them up or do something in that room to progress. Took me forever to realize I had actually acquired them as an "item" and had to blow open that tunnel. A simple "Acquired [item]" message when obtaining things such as this would help immensely. It never posed an actual problem to me outside of the C4 bit, but I still think it'd be a good idea to add this.

Anyway, I finished the mod a couple of days ago, and I really enjoyed it from start to end. Was much longer than I was expecting, and to think it's still not done! How much more are you planning to add to the game after this? Also, another comment said something about multiple endings, but I don't see how I could get any others.

On a final note, props for the awesome escape sequence through chapters 19 and 20. Always loved get-out-of-the-place-before-it-explodes-or-collapses segments. It kinda reminded me of the end of F.E.A.R.

Anyway, that's about all I have to say. Best of luck in the development of the rest of this mod! ^^

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RD_AAOW Creator
RD_AAOW

Hi. Very grateful for your answer!

1. Completely dark tunnel was our little feature. This area uses new function of our adaptation of Xash engine (described here: Moddb.com). Briefly: map uses trigger_teleport entity with 'no-break' and 'save direction' flags for visual enlargement. Tunnel physics disallow us to add lights because of black ends of the real tunnel parts construction that can be masked only with the total darkness.
But we see that this idea didn't found players support ('I often skip this part of map when debug it too' – our developer). And we think that this tunnel must be simply shortened with saving main elements. We will try to do it in the next update. But in abortable variant.

2. The trap labyrinth on 31rd map we really want to save without lights (as it is). It has tips for right way and... value for us. However, we will think about what can be done here.

3. The warehouse in desert (19th map) will be enlightened soon. And we already see how to do it.

4. About 'item taken' tips: you’re completely right! We simply have overlooked such obvious thing. It will be fixed ASAP.

5. About multiple endings. Every variant of game end starts with a teleport (orange rotating ring) that leads to the endpoint with different interior. And every teleport can be bypassed. The first way (destructed police department, vault) opens when player takes the weapon (gluon gun). It is behind the grate in the cable channel. Other endings will be more visible.

6. Thanks for this high opinion. We’ll improve quality of our mod in accordance with wishes and advices of our players. Including making 'get-out' segment even more impressive than it is now.
At least two chapters expected after the 25th one. But mod’s plot is so flexible and unpredictable... We will see...

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Iido
Iido

1. I agree, simply shortening the tunnel would be fine. The idea itself is not bad, it's just too long, I think.

2. I never complained about the trap labyrinth, I actually quite liked it. It actually made me a bit tense...I'm not sure if there were actual death traps in there, I never got killed by anything, but the skeletons made me a bit worried haha.

3. Sounds good!

4. Okay, thanks!

5. Alright, I'll go for the other endings sometime. I'm guessing I got the "main" ending, the one you get by going through the gate in the police department.

6. You're welcome! If you plan to make the "get-out" segment even better, then I'm looking forward to it, that's gonna be awesome. Hoping for more falling debris and destruction going on. :P

Looking forward to playing more of this mod in the future. Keep up the good work!

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Iido
Iido

I'm having problems installing this mod...I'm running Windows 10.

Where am I even supposed to install it? To the Half-Life folder, or to its own folder in Program Files? That was the default location. I've tried installing to both, but keep getting errors no matter where I put it, the most aggravating one telling me that one or more of the install files were too large or something.

I've never had trouble installing HL mods before, so I don't know why this one is giving me so much trouble. Though most HL mods I've used didn't come with standalone installers, so maybe I'm just doing it wrong? I'm downloading both the 3.0 and 3.3 packages btw, and overwriting the files in 3.0 with the 3.3 ones before installing, like instructed.

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RD_AAOW Creator
RD_AAOW

Use default installation path. But it is recommended to remove all files from there before it

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RD_AAOW Creator
RD_AAOW

Yes, you're right, there was a problem with the last update. To solve it just repeat installation sequence with this correction: do NOT overwrite matching files.

Thanks for your message. And we apologize for this inconveniences. Hope that this incident will not corrupt an overall impression

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Iido
Iido

Thanks, I got it installed and am enjoying it so far, though I am really stuck right now, see my other comment. XD

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