Some noise. Bryan, young cleaner, wakes up thinking “Again those old bastards…” When he comes out of his room something falls on his head and he blacks out…
“So that’s how our mod is started. Our mod will tell how a simple human can survive in all this mess, not Freeman, not Shephard, and even not Calhoun… It’s Bryan Anderson! Are you surprised? Here’s nothing unusual. You will feel how it is, to be a simple cleaner, not some scientist or soldier, to be a simple human, who hadn’t been before in extreme situations, who haven’t known where he must go…
But, as usual he becames an experience during all this time and so he is looking for way out. Monsters, soldiers and even his friends will try to stop him. But he won’t stop, because his aim is freedom. Would he find this freedom or not? It’s up to you. This is Half-Life: Cleaner’s Adventures…”
- Title: Cleaner’s Adventures
- File Name: hl1-sp-cleaners-adventures.7z
- Original File Name: cad.zip
- Size : 85.4Mb
- Author: CAD Team
- Date Released: 04 May 2006
- Detailed Review: The Abandoned Workshops
Please note: These statistics are valid from December 2010
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Total Time Played: 1 Hours
I have to say though that unlike just about everyone else that’s played it so far (I blasted through it late last night) my experience was fairly negative. As you probably saw in the HIT thread about the mod, there’s a part where an HEV suited scientist must lead you down a lift, but the edge of the moving platform kills him every time, so you can’t actually finish the game without cheating. There are also at least two jumps you have to make which cause damage but there is no health around before you make them, so it’s basically an automatic death. There is also a ladder (right after the steaming pipe) which is slightly too high to reach but there appears to be no way of moving any other object closer. These problems could be easily fixed but I don’t know if there’s any interest on the part of the mod makers in updating the download.
The mod also follows the “Russian formula” which we are all familiar with from RTCW: lots of enemies, very little health, which is why, after barely surviving a battle, it’s really annoying to have to make a jump which will kill you.
On the plus side the modelling was excellent. This mod could be something of a preview of HIT’s Half Life: Enhanced, because it looked great. The HEV scientist that helps you out looks fantastic as he lays into xen lifeforms with a shotgun. Too bad he had to die so stupidly on the lift.
The mapping is okay, but there are a bit too many long dead end vents. Others have complained that there are too many areas where the mappers have lifted things straight from Valve retail maps. This doesn’t bother me because after all you are supposed to be running around the same Black Mesa as in the original game so you should find some of the same areas.
There are a few little mapping problems, such as the first teleporter on Xen failed to work (I stood in it and it made the teleporting noise but then the level did not change) and in the water filled cave that you can get to using the alt fire on the displacement weapon, if you swim to the surface you can get stuck on the ceiling, for some reason.
The Russian dialogue was fine, to be honest, most voice acting in mods is so bad it’s better when you can’t understand it.
I’m disappointed because I wanted to like Cleaner’s Adventures. My very first criteria for deciding whether to recommend a mod is “can this be completed without cheating?” In this case the answer is no, on multiple counts. These can be fixed easily but whether there is any interest in doing so on the part of the mod makers remains to be seen.
Well, actually, that is my review, so take from it what you want. I would be interested in hearing if anyone else experienced similar problems with the moving platform, the ladder and the killer jumps. Maybe I was just too tired when I played it and got it all wrong.
EDIT: I just popped it open and loaded the save at the point where the HEV guy was killed by the platform and this time it didn’t kill him! I must have tried that 20 times last night and he died every time. Now he lives. Strange. Maybe I can recommend this after all.
…Mmmh…As I use to said EVERY HL mod is a UNIQUE gaming experience…I’ve don’t played this mod yet …and may be I will not …but every mod is like a kind of art for all we love this EXCELLENT game…!!!…
Thanks to http://www.planetphillip.com for the good job ( as usual…! ) for the CADTeam dev members and for Mr fitzroy_doll pretty good insights…!!!
( Damn …I love this game…!!! )
There are at least two broken files which stop me from launching the game. One is “dark_room.mp 3” and the other is “models\barney.mdc.” I have downloaded it from PP and CAD with the same result. Haven’t been able to find a patch. Any ideas?
Hm… About lift, it’s not our mod’s bug, it’s bug of hl engine. Remember Blue Shift, sometimes scientists die too in the lift.
@Liquidator. I know, I remember. But why not replace the lift with a staircase and a locked door that only the HEV guy can open? That would serve the same purpose (prevent progress without HEV guy) but without the risk of a HL bug ruining the game.
Got it running. I copied the Barney model from HL to the mod model and that didn’t work. So, then reinstalled part 1 over the already present part 1 and it ran with no further problems. So far, pretty good mod.
Nice review, Fitzroy. Yes I experienced the same, if the shotgun guy runs real fast into the elevator, which he will do if you keep him away from it for long enough (?) its OK.
I thought, despite the problems, the mod and the amount of work that went into it should get a big round of applause. Its a large undertaking and kept me occupied for many hours. However in the end, it has to rate much lower than it could have, for one reason.
The difficulty level experienced during the game varies too widely. Like the mod team paid no attention to the gameplay experience regarding the difficulty level the player chose when starting the game.
I only had to cheat once (at the vexing ladder past the steam) – parts of this mod were highly enjoyable and as I have written elsewhere, it is amazing that a such a relatively old game as HL1 continues to deliver great escapism 8 years down the line and of course all of this is due to the great folks out there who churn out mods and maps for us. In “Cleaner”, I particularly enjoyed the encounters with the grunts and admired the team’s reskinnings/remodellings.
Technical glitches aside, there was a more pertinent issue that made “Cleaner” an imperfect HL experience for me. Somewhere someone (cannot remember either ATM) has written a guide to level design that addresses this point: the fact that in a good map/mod purpose and environment work together to drive the player through the experience. Simply put, my problem with “cleaner” was that there were too many areas that did not serve any point in terms of gameplay, but just seemed to be there.
While it may be true in real life we will frequently encounter buildings and rooms where we will find neither reward nor challenge, the architecture in an FPS needs to deliver both. If you win a difficult battle, you expect to be rewarded with goodies or at least a switch that grants you access to the next area.
Dead-ends that just contain enemies or nothing at all are just frustrating and demotivating. OK, so it raises the realism level of “cleaner” – but, trust me, we’re not playing FPS because of a desire for reality, quite the contrary.
In summation, empty offices with no goodies or plot information, rooms that contain baddies but no goodies as a reward for victory and miles of dead-end ducts cause alianation rather than immerision.
This having been said, kudos to the “cleaner” team. Gripes aside, it’s definitely worth the download.
I have finished the mod and despite encountering some problems, I did enjoy it and congratulate its” production team. I am looking for to the continuation.
I thouroughly enjoyed it.
As for the scientis and lift issue mentionned by someone, I took the precaution to make sure that he was never hit before getting in the lift.
The trip down caused him some damage, but did not kill him, so I did not have a problem.
I was definitely able to finish the game without using any cheat (I never do) at skill 3.
Congratulations to Liquidator and his team for a nice mod 🙂
I’ve played the mod through without a hitch and , as to the scientist dying in the lift, I found out that if I stayed real close to him, he didn’t die! Maybe I was just lucky…?
Enjoyed this mod very much and congratulations to the team who worked so hard at it!
Is there a way I could download this all at once? This sounds really fun but I dont want to screw up the installation of 3 seperate parts like I do with other mods!
Not from PlanetPhillip. You could try a web search.
ok thanks
well…all I can find on the web is screenshots for the game. Could someone just explain how to install it to steam?
Do you just install it all to the same folders like you do with a patch (C:\Program Files\Steam\SteamApps\{STEAM USER NAME}\half-life\cleanersadventures)?
Or do I treat each part as a different mod where I would install it into 3 different folders within the half-life directory?
1.C:\Program Files\Steam\SteamApps\{STEAM USER NAME}\half-life\cleanersadventures1)
2.C:\Program Files\Steam\SteamApps\{STEAM USER NAME}\half-life\cleanersadventures2
3.C:\Program Files\Steam\SteamApps\{STEAM USER NAME}\half-life\cleanersadventures3
Hi, I down loaded from the planetphillip link installed but got the following error message;
Mod_NumForName: Models/w_amor.wdl not found.
should I delete and download again?
Note
I played this mod and Life’s End around the same time, so I may have gotten some bits mixed up. Sorry if this is the case, and please tell me as soon as possible and I’ll edit it out. Thanks.
Gameplay:
Quite a difficult one this, and can get a bit tiresome although it has some interesting moments throughout. You play as a Cleaner during the Black Mesa incident, and ofcourse you have to escape and try to surive. The flow of the mod is quite good, some levels drag on but not too much, I did find there to be too many vents as well. Cutscenes are hard to know what is being said unless you understand Russian (which is a shame, since I don’t).
Some of the action can be very difficult, but some fights can be avoided. Atmosphere is great when you get down into the old part of the facility, lots of dark areas and other suprises. The mod is quite lengthy, which does also help make it a bit boring. There is however plenty of health ammo around to keep going though. There were a few bugs in this too, especially when the Alien Slave is meant to break the door down where I had to noclip through since it never did.
Design:
Really detailed and very well done, although some areas tend to be slow, such as the starting area. Some very good structural work and nice details everywhere, the lighting is great and keeps the Black Mesa Facility feel througout. The old part of the facility was captured the best, since it feels very loney, dark and atmospheric down there. It actually felt old with the good texture choices and tone of lights.
Conclusion:
Another Black Mesa theme mod, with some very good design and challenging gameplay.
Rating: 85%permission.
If someone finds a translated version or makes one post it here or something.I’m kinda a picky guy and only play good mods.
Just finished part 1 and did not experience all the bugs mentioned in the above reviews, however I did have trouble in the lift with the scientist being killed for no reason with the left going down. I tried all the different solution suggested in the above reviews and none worked, in the end I repeated the sequence once more and got him down without any harm. I had no trouble with all the earth bound jumps and ladders but could not make the last jump into two different portals on Xen.
So far the mod is very good in most aspects with just a few small negative issues, too much duct work and a think this is over down if you compare with the original HL1 game, in some areas too much time was spent in the weak light affection my eyes on a couple of occasions. On the plus side this is a nice parallel to the original game and pleased the team kept to the original type of mood, settings and textures, some how it was re-assuring to entry an area that looked familiar. All the new stuff was very well done and I liked the way personnel and soldiers were re-modelled to give that Russian appearance.
can’t say the weapons were any thing different or special, guess we have got spoiled with the new weapons from other mods. The mapping is first class and captures all we enjoyed with the original HL1, however I did not find the going too hard playing on normal mode but needed to break open every crate I came across to keep health up to a fighting level, with so many crates scattered around this got a bit boring at times. I enjoyed all the combat both alien and human and thought some of the placement and deployment was first class, I enjoy a good fight that you may have to repeat two or three times to get though.
So far, for a Russian mod this is one of the best, if you know of better ones please let me know, with far less faults then most of them and only a couple of minor scale issues along the way, think the hand grenade is too small. It would be great if the dialogue ever got translated into English, I am at the end of part 1 and don’t have a clue what’s happening. The Xen experience was also well done, with the best Xen textures I have seen in a mod, most over do brightness and colour, jump wise just two issues making the last jump into portals, got bored trying.
The duration of the Xen World was just about right, the original game and some mods spent too long away from the earth bound action, now looking forward to parts 2 and 3.
Can any one tell me what download files Part1 and Part2 are for, niether contain maps with Part2 file containing sound/sprites/media/models/resource files already loaded with Part 1, and the Part 3 file containing only a models file. Is this right? if so what do you do with then?
Have played through this twice now, and didn’t have to cheat on either occasion. Had absolutely no problems with the HEV Lift section, although I did hear the guy grunt once or twice as if he was being hurt. Not sure what’s going on there.
This is a pretty damn fine mod. From a technical point of view, it’s bloody amazing (having the Headcrabs leap off the Zombies once killed was pretty damned cool) and the new skins are all impressive, as are the maps. I almost wish I could understand what the new Russian voices were saying, but it’s not a huge loss.
The plot is the same as a hundered other mods – disaster in Black Mesa from someone else’s POV – but it’s told well and has very few flaws. Well worth a download.
I think this mod is great
Im having problems getting the game to work. I cant get even get into the game. While I was installing the game there were question marks everywhere… The game also came with part 2 and 3.
Ok now I can get into the game but when im loading into the game it just quits out.
What is the difference between the parts? The beginning is the same to all of them… Are each of them the same just they have more added each time?
THANKS! You all are so helpful!
Hi,
I am stuck in office2 in the part where there is a small vent with a sign next to it that says not to put anything to block the vent. If I continue in the coridor, I reach a place where there are 2 streams of steam and a broken ladder at the end that I cannot go up.
Can anyone suggest how to continue. I tried moving crates to block the vent earlier but it does not go through the door and I also cant go up the ladder.
It’s some time since I played this mod so can not remember any details. However, I do know that if it tells you NOT to do something in a HL1 mod, ‘then Do It’
Dear Mel,
Thanks for the reply, but as I wrote, I tried to move the crates in order to block the vent but they do not go through the door although they seem small enough to pass through the door. I imagined that this is what I should do.
Zam
Try the ladder again. Don’t crouch as you jump. If you time your jump just right, you can make it.
Dear Gilfrarry,
Thank you for the advice. In the vent that I mentioned, there is a medkit, do you know how toreach it? I assumed you need to block the vent (with a crate that wont go through the door)and then the propelor would explode and the medkit would be accessable.
Any ideas?
Zam
It does seem that you should be able to block the vent, but I can’t get any crates through the door either. Maybe it’s a glitch the author hadn’t counted on. Now I’m curious!
Hi,
I am stuck again. This time in Laboratories 3. I am infront of an elevator that should go down but when I press the button, nothing happens. I thought I needed some card in order to operate the elevator but I cannot find one.
Any ideas?
Zam.
You need the ally you saw in the previous map.
In the map laboratories2, you meet a shotgun-toting HEV-clad scientist. Then you have to leave him to go through a duct, a couple of rooms, and another duct, eventually emerging by a double door. You need to open the door so he can follow you later. Make your way to and through the reddish pipe.
At the elevator room, there’s another pair of doors that can only be opened once you are on this side. Use them to backtrack, and lead him into the elevator. Now it will work.
hm, it’s very hard for me,
reiterate and absurd,
un-difference level design,
many needless npc,
to many bug
1.hev npc has been stuck and sucide…(by elevator)
2.npc stuck (same area, hev npc) npc didn’t move, but can kill it (i dunno)
3.un-loading (didn’t work) change level (on xen_teleport dis)
so, I finished this mod, anyway
but, I used a _ cheat…
maybe they didn’t have a many test play time..
total rate : 10/3
my blog review
http://memolog.blog.naver.com/toxagen/43
I used the same bug fix for the lift that was suggested for Azure Sheep when Kate got killed — when both of you are in the lift bring down the console and type ‘sv_gravity -100’; when the lift stops, use the console again and type ‘sv_gravity 800’. This returns the game to normal and the helper is not killed.
i get this error message when I start the mod
Mod_NumForName: Models/w_amor.wdl not found
This mod was somewhat fun but most of it was just crwaling threw airducts to get to the next area, got kind of boring after a wile.
Mel how did you fix`s this Mod_NumForName: Models/w_amor.wdl not found
do I need part 1 2 and 3 to get it to work??…XP
Yes
Nice Mod, you don’t need to speak russian to play it! The models and weapons are really beautiful!
Try it 😉
I need help, I am with Gordon Freeman and we are trying to get into a lift but as I pressed the button, the lift don’t react and Gordon stops before it: he refused to answer (with the key E)…and I can’t see any other possibilitie to get out!
I need help guys&girls^^!
Keep trying; go back and forth. If that doesn’t work, noclip.
Thansk Gilfrarry, I finished the mod, really nice!!! I have a small bug with the lift and Gordon Freeman get always killing, but after trying 5-6 times, it was ok!
it is not in enlish try making a new version in english but good game play or do one wih subtiteles (exquse my english spelling) But well done with the weapon skins
This is a complete game, bringing back elements from half-life, opposing force and blue shift. All levels are very good designed and challenging, they look like never explored levels in the original games. Some faces and announcements are east european within a few minutes. It is no matter for gameplay and you will enjoy a journey through a biohazard complex, the old unexplored black mesa systems, a short trip to xen and back to the roots again. Caves, halls, tunnels and topside levels look great, all enemies are back again. Xen exploration teams will help sometimes. Enjoy this long mod, it brings back valve quality gameplay and the old feelings.
please, two questions:
1. I loaded part 1 and am stuck in office1. Can’t find a way to continue
2. I loaded part2 over part1 and get a CAD folder loaded under the part1 CAD folder
I tried all three RAR options . What is the correct way to load the three parts?
You need to create a new folder and load all three parts into that. Then move to your Steam or Half-Life folder. I will create a new file with all three parts already merged and upload that tomorrow.
The new file is now available.
As you may have noticed, this is a Russian mod. As a result, there’s a bunch of voice files from the Russian version of Half-Life included, which is a pain on two accounts. First, most of the English voices, many of which you won’t even hear, are replaced. Second, it’s much harder to see which files need to be translated.
Recently, I went on a spring clean of all my mods, and this was one which needed a bit of attention. As part of my re-organising, I went through and checked which voice files are needed and which ones aren’t. As a result, I was able to delete god knows how many files, and reduce the size of the mod by a fair bit.
One of these days, I’m going to put my half-decent G-Man impression to good use and do some new voices for this thing, but until I do, I figured I’d share the results of my efforts. It’s not quite the translation people seem to want, but at least most of the voices will be English.
If requested, I can zip up my new, smaller ‘sounds” folder and add it to FileFront, but if you want to clean it out yourself, here’s a list of instructions. It’s fairly straightforward, but remember to read it carefully.
For sounds\barney, delete everything EXCEPT for the following:
sounds\barney\containfail.wav
sounds\barney\mrfreeman.wav
sounds\barney\t0a0a_generator.wav
sounds\barney\toaoa_generator2.wav
Leave everything in sounds\gman. It’s pretty much the same as what the G-Man says in Opposing Force, but until I do get around to recording new voices, these’ll have to do.
You can leave the sounds\gonome folder as well. Guess what they’re used for.
Again, everything in sounds\helmet must remain. It’s used for the HEV Suited guy who keeps dying in that blasted elevator 😉
You can delete the whole sounds\hgrunt folder. Unless you want all the Army types to be Russian, of course.
Everything in sounds\intro (yep, all one file) must remain.
For sounds\massn, you’ll need to copy every sound from valve\sounds\hgrunt over to CAd\sounds\massn. Once done, go back into sounds\massn and delete all the files beginning with c2a. This’ll make the Black Ops sound exactly like the normal army guys, but that’s a small price to pay for being able to understand them.
Leave sounds\misc – the only file in there is one used for the broken train.
Ah, Otis. From what I can tell, they just copied over the sounds used for Barney – seems a lazy move for a mod with such high standards everywhere else. That said, we might as well do the same. Copy everything from valve\sounds\barney to CAd\sounds\otis, then delete all the files beginning with c2a. IIRC, you only meet Otis once curing the main game, and if you’re anything like me, he’s not around for very long.
Leave sounds\outro alone – there’s only three files and only one even features any speech, of which there a grand total of two words. I’m sure you can live with that.
Delete everything in sounds\scientist EXCEPT for the following:
sounds\scientist\cad_lab2_sci.wav
sounds\scientist\t0a0b_evacuation.wav
sounds\scientist\t0a0b_train.wav
sounds\scientist\t0a0b_train2.wav
Leave sounds\tram alone. Probably the only voices I won’t be able to translate by myself.
Completely delete the sounds\vox folder. Unlike the hgrunt folder, these appear to be copies of the English files, which is slightly odd. When Half-Life was released over there, were these files not translated into Russian? Or maybe the CAd team just slipped up. Not a big deal either way.
Finally, weapons. Delete all but the following:
sounds\weapons\desert_eagle_fire.wav
sounds\weapons\desert_eagle_reload.wav
sounds\weapons\desert_eagle_sight.wav
sounds\weapons\desert_eagle_sight2.wav
sounds\weapons\displacer_fire.wav
sounds\weapons\displacer_self.wav
sounds\weapons\displacer_spin.wav
sounds\weapons\displacer_spin2.wav
sounds\weapons\displacer_teleport.wav
…and that should be it. If anyone else tries this, let me know how it works out, or if I should clarify anything.
I’m stuck at the very beginning, in Lab1 map, I’m at a door with a Vort on the other side. I’ve looked everywhere but I can’t find a way to move on
You mean these double doors, on the far right?
The vortigaunt teleports in, walks to the door, and shatters it as he teleports out. Then you should be able to walk through.
If the door didn’t break you might try starting a new game (since you’re very close to the beginning) or noclipping.
SO WELL DONE ITS AN EXELENT SOVIET JOB!
Damn. Ide really love to play more of this, but I wont without an english translation. Some clue to what Im doing. Anybody know if theres one being worked on? 😉
It’s a good mod. I would like it in English as well, at least to know what does it says in the ending
Okay, that’s the very first Russian SP mod for me that’s worth playing lol
It’s BM, but it’s different as you’re not Dr. Freeman, but a janitor of BM.
There are many good aspects here but why do we have to crawl through vents every 5 mins? Why is it that dark in many places? Okay, there’s the flashlight and it’s not thaaaaaat dark, but still…
I had to noclip through the door with the alien slave behind it, guess there should be a scipt that the alien breaks the door “for me”, but it didn’t work, even after reloading auto-saves, quicksaves, restart etc.
Well, the flaws are quite numerous but the interesting setting, the story of a cleaner who just wants to escape the madness, the atmosphere with nice music and so on, make it worth playing for everyone imo.
If only more combat and puzzles… less vent sneaking and dark places 😛
Pro’s:
-Very good mapping, good lighting – also customized weapons and models, prefabs
-Interesting BM side story, once a lil “meeting” with Dr. Freeman
-Decent combat
-Nice atmosphere
-A few scripts
-Long playtime (~1-2 hours)
-New music
Con’s:
-Balancing – too much ammo and less action compared to playtime (except for last chapter)
-Almost no puzzles
-Many dark areas
-Lot of vent shaft crawling
-Minor bugs like triggering scripts, graphic bugs
-Voices in russian only
This is a linear game with some surprises and a very nice gameplay, something for playing after work, drinking some beer, leaning back in the chair and feel the atmosphaere of old black mesa. The initiators made a good job, I found this mod better than many other mods, and the russian language is not a problem for playing the game.
The mod Cleaner’s Adventures does have more then a few faults unfortunately, but also some very interesting aspects as well.
Pros:
1.Just About Every Model You Could Destroy.
2.Custom Music Which Sounded Decent In My Opinion.
3.Weapons Weren’t Custom Models But Textures Looked A Lot Bolder.
Cons:
1.Enemies Were Repetitive During A Lot Of This Mod.
2.I Wasn’t Able To Use The H.E.V. Suit Charges On The Wall.
3.The Ending Could Have Been Made Into A Much Better Plot Twist Since They Were Planning On Making A Second Cleaner’s Adventure At That Time.
4.The Title Of The Mod Cleaners Adventure’s Their Was Only One Janitor The Title Implies Their Is More Then One Cleaner.
The Adventure Part Would Have Made More Sense Had They Had Made A Continuation.
5.Vents If You Want To Play A Mod Where You Are Constantly Breaking Through Vents This Is The Mod For You.
In My Opinion They Went A Little Crazy With That And With The Spawning Head-Crabs .
6.You Came Across A Scientist In A H.E.V. Suit Who’s Sole Purpose Was To Start An Elevator.
If He Was To Get Killed Even Though He Is An Expandable Secondary Character That Contributes Nothing To The Plot You Lose.
Neutral:
1.Their Was Not A Lot Of Health But Depending On How Difficult You Want This Mod To Have Been That Could Be A Bonus.
1.The Length Of This Mod May Be Bad For Some And Good For Others Depending On How Much You Enjoy It.
If You Get Sick Of The Repetition You Will Most Likely Not Mind. If You Do Then It’s More Like “When Will The Mod End”.
This is for far the second best mod i have ever played
Host_Error: Couldn’t get DLL API from !
I get this if I try to start a new game. Training or any of the three difficulties all do this.
Does anybody know how to fix that?
The crossplatform version over on moddb.com works for me. Still no idea why I needed that version this time, though.