After the exhaustive, confusing and deceitful experiences that you suffered during your first day at the Black Mesa Lab you finally arrive back on Earth. The mysterious man in the suit had left you little choice but to agree to his “offer” of joining the government department that he worked for. Without the knowledge of who, exactly these employers were, you nervously stepped into the teleporter.
On Earth you materialize in the “incoming” portal of your employers military station. Scientific work extends only to fulfil the military needs of your employer, but at least the workers include some familiar faces that put you at ease.
Keen to greet you and heal your wounds, your old friends from Mesa pass you through the stages of radiation cleansing. Their other duties include the containment and experimentation of the Xen space portal captured and held in the room behind you…although on closer inspection you feel uneasy…..
After passing through the cleansing processes you leave the Lab to receive your first mission orders from your suited colleague. Stopping only to wash up in the shower unit. Here your old bungling friend Barney appears to have dropped himself into another predicament, you smile to yourself remembering his comical antics at Mesa….topped only by his brother Arney the handyman.
The man in the suit makes mention of your recent exploits before “inviting” you to leave on a military vehicle to start your first mission.
This mission is to destroy the drug factory and the factories crack military operators located in a remote South American location.
As you prepare to board the truck you briefly stop by a half open loading bay door and spot Arney apparently “organize” a loading operation.
Stepping onto the truck you feel nervous about the mission, this feeling is only enhanced by the limited equipment being supplied for such a perilous mission…..The armed soldier leaps into the driving seat and Barney hops in alongside of him….perhaps Barney will find a way into this factory to help you…..
- Title: Drug Barons
- File Name: hl1-sp-drug-barons-mod.7z
- Original File Name: drugbarons.zip
- Size : 3.06MB
- Author: Phil Daniels
- Date Released: 18 February 1999
A walkthrough for this mod is available. It is in PDF format. You may be able to open this directly in your browser, depending on which one you use and its version or alternatively you can download the free Adobe Acrobat Reader.
Drug Barons Walkthrough PDF (186Kb)
Download directly into MapTap [3.06MB]
You MUST have MapTap installed before using this link.
Download to your HDD [3.06MB]
You can still use it with MapTap once you have downloaded it.
- Copy the hl1-sp-drug-barons-mod folder into your …\Steam\SteamApps\common\Half-Life\ folder.
- Restart or start Steam.
- HL1-sp-Drug-Barons-Mod should now be listed in your Library tab.
If you require more help, please visit the Technical Help page.
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WARNING: The screenshots contain spoilers.
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295365 days
Using Gauge: Users
Manually: 13 Users
Time Taken:
Average: 0 Hours, 33 Mins
Shortest: 0 Hours, 11 Mins by Cardiomyopathy
Longest: 1 Hours by Agustín Ariel
Total Time Played: 7 Hours, 41 Mins
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Short, good mod, made by Maverickdev which also made Wanted! and Absolute Redemption.
Sweet, but almost too short to be enjoyable.
7/10
Ironic that this short mod has one of the most established stories behind it…
I know it’s a little frustrating, and because there’s lots of much better mods and maps, my advice is…
Well, I definitely thought this was a great pack.
I really was impressed with how good the guy used sequences in this. 🙂
Classic mappack.
Pro’s:
-Decent mapping
-Some nice puzzles
-Decent combat
-Unusual story
Con’s:
-Design oddities
-No atmosphere
-Some balancing issues
-Short playtime (~15 mins)
Just as Promagnon succeeded in emulating many of the good features of Half-life in his level HL Shadows Part One, here Phil has taken Valve’s work as inspiration and attempted to make his work a success in the same way that their groundbreaking game was. Instead of focusing on combat – as most Quake II levels do – this author has tried to make the level entertaining through immersing the player in a fully-functioning world. The thing that’s most impressive is that he’s actually done pretty well…
Take the first level which strongly follows the theme of those first few maps after you step off the train in Half-Life. As you wander the building after materialising, the rooms around you offer wonderful little glimpses into the life of the installation. There are a couple of minor quirks in some of the sequences – mainly those involving dialogue – but they’re not terribly noticeable and certainly don’t detract from the imaginative scenes. My only real criticism of this opening section is that it could have done with slightly more interactivity; while it’s a lot of fun watching the goings-on in the base, I found myself wishing I could actually do something. Guess I’m not much of a voyeur… 😉
Phil has structured the mission so that the first map is used to establish the scene while the subsequent levels plunge you right in the middle of a drug war. It’s quite confusing when you begin exploring the second map, only to be attacked by grunts identical to those that were your allies in the introduction. This point aside, the mission proper continues the high standard of the beginning, with a nice set-piece to get you started. As you progress through the four map set, these peripheral features consistently impress – and this, in a way, emphasises the problems with the unit. Phil implies in the text file that this release is as much a learning exercise for him as anything else. While I expect this is true to some extent with every author’s work, it’s quite obvious here that the priority was to use as many of the editing features that Valve have made available as possible. I don’t really mean this in a bad way – in terms of fun, this is the best Half-Life add-on yet. However, certain areas have been neglected to some extent.
Take the enemy placement, for example. While in some places it is adequate, in other areas it’s deeply flawed. There are numerous occasions where grunts don’t even notice your presence before they succumb to your hail of bullets, while in others they can’t return fire even if they do spot you. There’s also the length of the mission to consider – probably another side-effect of the time spent of the scripted sequences. It’s one of the longer Half-Life releases so far but that’s not really saying much. This, coupled with the lack of any real challenge in the unit [mainly down to the enemy placement], means longevity isn’t really the first word that springs to mind about this unit.
The major problem with this mission, however, is the system requirements. In a lot of “amateur” maps – and many professional ones, for that matter – a couple of areas’ r-speeds spike. Here, it’s a constant problem and Phil admits to the fact in the text file. Suffice it to say, don’t attempt this mission unless your PC is reasonably “ninja.” This is a real shame; in many ways, this is an exceptional piece of work, despite certain failings, and it’s unfortunate that a lot of people won’t be able to experience it properly.
If your system can meet the demands that Drug Barons will place on it then this is pretty much a compulsory download. In spite of the flaws I’ve mentioned, it’s extremely enjoyable and really bodes well for the future of Half-Life editing. All we need now is for an author to take the standard of scripting displayed here by Phil and marry it with the quality of gameplay we’re used to seeing in the better Quake II maps.
Notes
This review is republished here by permission and was originally published Monday, 22nd February, 1999 by Morgan.
This review was originally posted on the Ten Four website, which is now offline. The full review is republished here by permission and more details can be found on the About page.
Short, but exciting episode by Maverick Development (before they released Wanted! and Redemption), one of the earliest HL mods. You should unpack PAK-file to play it with Steam HL. Or move it in a separate folder and create a proper liblist.gam for it instead, then run as any other mod.
A sample of liblist.gam for this pack:
Manually
Hard
25 Minutes
Considering when this was made; February 1999, it’s not a bad little mod. The layout and quality is generally very good, with reward for exploring, a detailed flow that seems to give the player a few choices, but ultimately leads them to the correct place and enough “action” to keep you happy for at least 20 minutes.
All in all a lot of fun with some creativity thrown in.
I say PLAY IT.
Using Gauge
Medium
28 Minutes
I was prepared to not like this mod at all, and the first couple issues I had with it didn’t help matters. However, as I went along I actually found myself enjoying it a lot.
The fights individually were somewhat hard, though reasonably varied. Many of the environments were pretty inventive if not necessarily very well done. The interaction with characters and the ‘plot’ were sound.
I did have trouble at the first actual map in that I couldn’t for the life of me figure out what exactly I was meant to do, to get past the gate… But, got past it, anyway, and after that it was a pretty fun ride.
Difficult by virtue of brutal damage done by enemies, I am getting to like some of these even with hard placement or overly many enemies. It makes me more cautious and apt to try examining the location more, and if the modder has done their job well, the soundscape should help there too.
Definitely worth playing, not a *tremendously* good mod, but still it’s a few steps up from most from that era, and considerably better than many that came after.
Manually
Medium
30 Minutes
OK, I played it. That was a strange mod. I can’t say that this is a bad mod, but I got stuck on every map. Maybe I’m silly. And I can’t find exit on the last map. I don’t understand that i’m in the drug laboratory before I’m get to the last map. There was a strange bug near the exit to the last map. Invisible wall that pushed me off. I can give this mod only Maybe.
Manually
Medium
30 Minutes
At first I thought this was a solid Play it Later. But then I realized the mapping design was solid enough to think of this as a Play it Now.
Though here you may not find any wow! moment, the combat is constant and fun enough to get you entertained, at least I enjoyed most parts of the mod.
Maybe the short falls we may find are at the beginning of the map, and there my experience was that i got confused in where to go or what to do, for around 5 minutes, until a door that I didn’t know that exist opened and I could proceed.
Also another thing that called my attention, was the strange topic of the mod. You know, where I think about “drug barons” I think in Pablo Escobar, or the sadly many ones we have in my country Mexico, so imagine Gordon as a DEA or ATF agent was strange enough for me.
Also the end came maybe quite sudden than I expected and was a bad bland ending.
Manually
Medium
35 Minutes
One from the early days, and it kind of shows. This set of maps is from Phil Daniels, who went on to lead Maverick Developments for mods like (Absolute) Redemption and Wanted. It’s pretty decent but overall nothing special.
It’s basically a gruntfest, but on the other hand I found the combat to be pretty solid. There’s a nice challenge to be had here, and for some of the encounters you have some choices on how to approach them. The mapping is a little humdrum but overall there is pretty good use of the standard HL assets.
The gameplay beyond the combat is also decent, there is some exploring to do and a couple of minor puzzles to solve to proceed.
Overall it’s probably worth a play but it falls short of a Play it Later recommendation.
Manually
Medium
25 Minutes
Drug Barons, a short mod made by Maverick. It is the best short mod I have played, I like fighting against soldiers because there are a lot of movements and strategies that must be used. Grunt battles are the hardest, always, and Drug Barons is one of the best grunt battles you will find. If you like to play grunt battles, Play Drug Barons Now!
Manually
Hard
1 Hour
good
Manually
Medium
30 Minutes
A fairly fun mod, while there are more original mods. It’s fairly similar to one of Maverick Development’s other Half Life mods: (Absolute) Redemption. They both follow post Half Life 1 stories of Gordon Freeman’s work employed by the G-Man.
While a bit difficult (but I would prefer that you take that statement with a grain of salt as I played on easy and a fairly beginner player) and the atmosphere feels overly Black-Mesa-y and less like the story describes as “South American Jungles”. The maps are well made and provide at least the feeling of being in a run down factory. The gun-play with makes up this mod is entertaining and fun when not overly difficult. Of course, being a short mod, maybe save this for later, It is a nice companion piece to Redemption. And well, the ending is hilarious. Just. Amazing.
Manually
Easy
1 Hour
The visual of the map is very good. I like the intro scene (before the main mission). It was a little bit hard to figure out how to go inside the fence in the first part(go near the fence and climb the rock at that side). The puzzle based on the conveyor belt and the switches is nice. It would be better if there is a ‘highlight’ part of the map: ex. Find the secret of the base, Boss fight, etc.
Manually
Medium
1 Hour
A short mod which you fight hecu’s.
Manually
Hard
11 Minutes
Mod is decent but the level design is so obscure. The puzzles are also obscure, I didn’t even know if I’m supposed to find another way around or destroy an obstacle to pass through? The combat is nothing but a gruntfest. It is slightly difficult but still beatable in a way.
Drug Barons is a story driven map pack where it really pays to read the readme story as well as the in game story text. There’s also a strong story element told through voice lines that ends up being quite funny, especially in the end when Barney wants to leave both scientists behind then shoots one.
There’s great detailing throughout all four maps however the lighting is a bit sub-par during some of the interior scenes (as is common with early HL mods) – it looks like it’s fullbright in places.
The combat is pretty typical grunt combat. There’s no really special arenas or set pieces but the use of prefabs does make the maps feel fairly polished.
Balancing is ok, it’s a bit stingy with the health on Hard meaning you may have to rely on quicksaves at times. Ammo could be a lot better though, there’s plenty of bullets but not nearly enough shells to allow you to actually use the shotgun for more than a couple of fights. I would have liked either more shells or maybe the 357 magnum instead.
This is definitely a set worth playing.
Manually
Hard
22 Minutes
I am surprised who G-Man appears in the beginning of the mission like from the end of original Half-Life. It’s like he’s giving you a new job after you survived Xen in Half-Life? Hmm. He’s is full of surprises this G-man. OK. We have no choice but to accept his offer
First are, eliminate soldier with pistol through window, then crouch-jump from the rock to the fence. Peek-out shoot explosive. Throw a grenade so they run and while they run you shoot. Surprise the truck with satchel. In the same are we have a container with the door and the truck as well. On the other side basically we can eliminate all enemies from highest level. Provokie explosion and clean the camp of retired military soldiers to finally meet Barney
Manually
Hard
20 Minutes