A simple idea: A partially-random level each time you play.
There’s no story or background, just slightly different enemy placement and layout on every play-through.
- Title: Trigger Happy
- File Name: hl1-sp-trigger-happy.7z
- Original File Name: trhappy25.zip
- Size : 439.86kB
- Author: Oakstar
- Date Released: 01 May 2000
- Random enemy placement: The enemy’s position changes every time you play this map
- Random Player starting point
- Some random weapons
- Random walls and geometry
- Improved Node and Grunt-placement. They can ambush and move more freely than in TrHappy2.
- Reduced number of grunts with hand-grenades (Note that ALL grunts can still drop grenades on the ground
To get out of the first room you need to fire the Turret until the door opens.
This is like a normal Func_Turret except you can’t rotate it.
1-Stand in front of fan face the control panel
2-Press USE, the crowbar will be lowered.
3-Press and HOLD FIRE until the door opens. This will take some 10 seconds.
*****THIS PROCEDURE IS NEEDED TO MAKE THE MAP ELEMENTS RANDOM*****
So, it has to be there.
The map autosaves right at the beginning of the level.
When you have killed all 30 grunts, the map will automatically load the LAST saved game.
If you die, just press fire and the LAST saved game will also be loaded.
Download directly into MapTap [440kB]
You MUST have MapTap installed before using this link.
You can still use it with MapTap once you have downloaded it.
- Copy TrHappy25.bsp into your …half-life\valve\maps\ folder.
- Copy trhappy25.nod and trhappy25.nrp into your …half-life\valve\maps\graphs\ folder.
- Launch Half-Life 1
- Open the console and type map TrHappy25.
- Press enter/return or click the Submit button.
- Play and Enjoy.
If you require more help, please visit the Help page.
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots contain spoilers.
-
1,440Overall
-
2Today
-
3Last 7 days
-
8Last 30 days
-
90365 days
Using Gauge: Users
Manually: 1 Users
Time Taken:
Average: 0 Hours, 10 Mins
Shortest: 0 Hours, 10 Mins by Dmitry
Longest: 0 Hours, 10 Mins by Dmitry
Total Time Played: 0 Hours, 10 Mins
This release is currently not in a collection
If you believe this release is missing important tags, please suggest them in a comment?
There would appear from my records to be a whole string of Trigger Happy maps, I recorded Trigger Happy, Trigger Happy 2 and Trigger Happy 2.5. They are much the same format and rate them all the same at 5/10, they are re-spawning Grunts maps with TH2.5 random setting start that make it a good repayable map.
The concept is solid but I feel that the amount of randomization in regard to the layout is too limited. Let’s take a extreme: one room, four corners, two army grunts, you in the middle. It doesn’t matter which corner the grunts randomly appear in, the layout doesn’t mean it’s much different to play. Yes, this map doesn’t feature one room but the actual layout is not varied enough to make much difference.
If the level were much larger, with one or two rooms that were standard BM style storage areas then I believe the map would have been fun to play.
I feel the narrow corridors and small rooms don’t do it justice.
Best I can say is “Maybe”.
Compared with most of the latest PP HL1 offerings Trigger Happy 2.5 has more going for it. For starts we have a well designed office type complex with all the incidental content and furnishing one would expect, so NOT the basic and boxy mapping seen with nearly all the early custom releases.
The Grunt combat, whilst plentiful, is never that challenging thanks to ample supply of health and dropped ammo. The essence is more on killing the exact quota of Grunts, which can be a test, with the maze type office layout making the player search out the last of the resistance.
The repeatable fact is limited and without a difference in surrounds, something I guess difficult to generate, the game play is identical. I notice only marginable variance second time through without any increase in the challenge.
I think for this type of format to work you need substantial changes to make repeated play thoughts worth while, has it is, playing twice is about as far as you need to take it.
The mechanics of both the start and finish are strange, the need to fire the turret gun to open the door seems an odd way to trigger, and why the end triggers the last saved game is a mystery to me.
I first rated this Maybe, but in light of many of the recent HL1 offerings, it’s worth a Play It Later.
WTF? Was that all about!!
Phillip, you need to remove the bullet point in the installation instruction that says “Play and Enjoy!!
All this is, is run around, kill grunts and wait until you’ve killed the prescribed amount or die and go back to your last save and start again, then again. The first scene (turret) how can that be called gameplay, you cant aim it and although you know what you are firing at you cant see the target!!!
I never really took any notice of the layout or design, I’ll leave that to those with the design knowledge, but if it were not for the rock bottom benchmarks that were Rogat and When The Army Came To The Office I would have given this an Avoid It.
Trigger, Yes
Happy, NO
And by the way, when I click on the Trigger Happy image it 404s
Well, no. I don’t think it’s as bad as Rogat and all. The architecture is definitely there, it looks alright, but it suffers from the claustrophobic problem a la Optimum Fear. The turret at the beginning, as stated, is for randomization purposes. Though the only thing random is the placement of the soldiers, and maybe your start location. This gives the map a bit of replay value, playable maybe 2-3 times until you know where all the best weapons are (which, unfortunately, aren’t random). There are nodes that make the soldiers slightly smarter than in crappy maps but unfortunately with the sheer amount of doors in the level, the grunts tend to blow themselves up often.
I can imagine randomizing the actual layout of the level by making everything func_wall_toggles or something, but that would require extensive planning and ingenuity. Perhaps you can try operation randomosity, which has some layout randomness as well but is noticeably shorter. There’s also that sven coop map, sc_mazing I think it was called (doesn’t have much in terms of architecture, though). Randomizing levels definitely has some history in Half-Life modding and Trigger Happy would count as one of the earlier, more rudimentary attempts at doing so.
If your comments are so sharpened, why don’t you have some guts to put a recommendation label on them????, c’mon add some more value to the community and at least leave a recommendation image.
No offense intended, is jus’t a suggestion and i’m not trying to be rude. Indeed, ur comments are so well detailied I think…
I haven’t registered yet, but okay, I might do it soon.
I like maps that at least have some combat, I don’t care how is it the combat but that’s why I recomend this, as someone said another grunt bloodfest, yes sure u will found that there, altough I don’t know where the hell was the randomnes all the layout was the same the time I changed the map for 2nd time so I don’t really get that part…
I remember playing Trigger Happy 1 and Trigger Happy 2 long time ago. At that time, they were cool, challenging. And that city sky was so inspiring… As time passed, they lost their shine, because design and gameplay are not all components of a good map.
Anyway, it features decent design and realistic locations. If you like Half-Life soldiers, this is for you, and original idea to randomise the map, which is possible thanks to random spread of a turret, makes it more replayable. Every time the difficulty will be different, sometimes even the map layout and player start will change.
Another day, another gruntfest. 🙂
I like what the mapper is attempting to do here, give the player a different experience each time. He doesn’t quite pull it off given the claustrophobic interior location. The architecture is decent (albeit full of prefabs) but the lighting needs work, and the randomization is limited. So, yet again it’s some positive points for idea, negative points for execution.
It’s fun enough if all you want to do is shoot some grunts, but I really think there are so many better choices available.
I can’t play this map. Seriously, I can’t…I walk up to the gun and attempt to use it, and it does not fire. Does this map only work with the WON version of Half-Life?
Other than that, I have fond memories of playing Trigger Happy 2; the tight spaces, limited supplies and random grunt placements encouraged me to develop a procedure by which to clear the map, refined through constant replay. Based on where I started in the map, I knew where my resources were, and how to acquire and use them in as efficient a manner as possible. Playing TH2 became almost meditative, though there was still the occasional (and unpleasant) time that things went haywire. I think I also had a scoring system, based on how much ammo I had left.
Then Trigger Happy 2.5 was released, and the changes that Oakstar had made to the map basically ruined everything for me; I stopped playing it altogether.
Aaaand sorry to reply to my own post, but my face is now red with embarassment: the gun works perfectly fine, but you have to press the fire button, just like it says in the instructions.
This map reminded me a lot of DM maps, and is very different to the usual standard of single player maps and mods, but I really liked it.
This map has no story or puzzles, it is just a slaughter fest with grunts. If you like blowing grunts to pieces then you’ll love this, like I did. I thought that this was pretty hard and requires the player to hide behind corners and stuff instead of just running in and shooting them down.
When I killed all the grunts, I didn’t get a load to my last quicksave. I double checked every room to see if I had missed any but I couldn’t find them. I even resorted to noclipping but still no luck, anyone know why this happened? I guess it doesn’t matter anyway.
Fun map, if you play DM often then “Play It Now!”.
From the description in the readme, it appears that the mapper is experimenting with randomisation of level design. However, I feel that most of the effort has been put into the randomising rather than the actual level design so the overall result is rather mediocre.
As an experiment, I’m unsure if it was really successful. I couldn’t tell if there had been any randomisation because the areas looked pretty much the same throughout. As far as I could tell the spawn point was randomised but nothing else seemed to change.
I feel that if there had been various areas that were distinctly different from each other so that I could see the difference between level layouts, I would appreciate the map more for the experimentation. As it is, once you have played it once, there is no real need to play it again because if feels and plays exactly the same each time round.
The areas themselves, felt very claustrophobic with very tight corridors and small rooms. Though, I was pleased with the level of detail of the props within the areas so at least the rooms felt like they could have been real useful places.
The combat is pretty standard with Marines in an indoor office type environment. There was plenty of ammo and health scattered about so it wasn’t terribly hard.
Overall, I would say that this map is something to do for 5 minutes but there is nothing special to see here.
It was fun for what it was.
Sweet lil gruntfest
Unfortunately, this is a step down for Oakstar from his original Trigger Happy (not reviewed here) which I actually enjoyed.
The premise for the Trigger Happy series is that having random item and grunt placement each time a player plays the level will increase the replayability value. While each time you play the original Trigger Happy, and this version 2.5, will be somewhat unique, the only problem is will you want to replay something that is lackluster and features nothing spectacular in the graphics department?
The problems for Trigger Happy 2.5 starts right from the beginning of the map. In order to make the placement in the map random, you have to shoot a turret gun (in the first room) for a fairly long time. In fact, if you do not go through the drudgery of blasting the weapon, you can’t get past the first door. Using such a tedious start does not help the supposed high replayability level.
The design is what really let me down in this map. You are in an indoor setting and there is simply too much texture misalignments and poor lighting and texturing choices to ignore. This is added on to the fact that this map is much too cramped. With the number of grunts (30) in such a small download, you are forced to either play cheap or die. Trigger Happy 2.5 is beatable and the weapon balance is actually one impressive aspect of this level, but the small corridors of this map make the gruntfest not quite as enjoyable as a gruntfest can be.
Improvements in version 2.5, and there are some, over the original include an actual ending: after killing all your enemies you are awarded by having the screen fade and then restarting the map again. Having a goal is always better than having no goal. However, I’ve seen and played through too many of these gruntfest levels to find this one particularily enjoyable. To say Trigger Happy 2.5 is at par is a fairly generous overall evaluation; if you really like storyless maps with only hoards of grunts, I recommend the much sweeter looking Kosovo 2000.
Notes
This review is republished here by permission and was originally published Sunday, 10th September, 2000 by Jiang.
This review was originally posted on the Ten Four Website, which is now offline. Permission has been granted to republish the full review and more details can be found on the About page.
Trigger Happy for Half-Life
Great concept, okay execution.
Games with the random-generating feature mostly work fine (The Binding Of Isaac, Spelunky), though not really mods. I haven’t played the other Trigger Happy mods that people talk about, so I’m not familiar with this certain concept.
Even though they’re different every time, the rooms are all blocky and, as Whatever You Want says, (I’m referencing you again :D) it’s feels like a DM map.
Overall, it was a nice experience, but it didn’t satisfy me that much as other people.
A simple level full of enemies. He gives different weapons, it’s true. In my case I recieved 1 Rocket Shot and 5 crossbow darts by the end of the level which isn’t too much because it was in the ending. He could create those special weapons by the beginning, instead of ending with powerful weapons for nothing. This kind of creativity sucks in many mods. They could give a crowbar and crossbow at the beginning of a mod. Where’s the problem? Difficulty is always relative.
Manually
Medium
10 Minutes