“It’s 2137. There is a War between Earth and the Mars Colony.
You are Gordon Freeman, A special military-scientific unit of the Earth force.
But you are in a Mars Prison ship with some earth science personnel and some Earth police.
During you are travel in the prison ship to Mars the ship is attacked by an yet unknown alien race.
This gives you the chance to escape…..”
- Title: Exodus Part One
- File Name: hl1-sp-exodus-1.7z
- Original File Name: exodus1.zip
- Size : 920KB
- Author: Exodus [Retal]
- Date Released: 24 February 1999
Download directly into MapTap [920KB]
You MUST have MapTap installed before using this link.
Download to your HDD [920KB]
You can still use it with MapTap once you have downloaded it.
- Copy all the files in the archive into your …\Steam\SteamApps\common\Half-Life\ folder.
- launch Half-Life
- Open the console and type map Exodus1 and press Enter.
If you require more help, please visit the Technical Help page.
No videos at this time.
WARNING: The screenshots contain spoilers.
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Using Gauge: Users
Manually: 4 Users
Time Taken:
Average: 0 Hours, 16 Mins
Shortest: 0 Hours, 8 Mins by Dmitry
Longest: 0 Hours, 20 Mins by vancanucksfan
Total Time Played: 1 Hours, 55 Mins
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Sweet little mappack (3 maps in total) with plenty of combat, but lacking of puzzles and a better story.
Story, from the readme: (spelling mistakes corrected hehe)
“It’s 2137. There is a War between Earth and the Mars Colonie.
You’re Gordon Freeman, a special military-scientific unit of the Earth force.
But you’re in a Mars Prison ship with some Earth science personnel and some Earth police.
During your travel in the prison ship to Mars the ship is attacked by an yet unkown alien race.
This gives you the chance to escape…..”
The start is intense, as we’re a spectactor of a fight between soldiers and aliens – right in front of our prison cell!
Music is playing and the screen is tilting, that’s a nice atmospheric beginning!
As soon as the door to our cell opens we should run outside and grab a weapon of a killed-in-action grunt, as his colleague is already shooting at us!
That can be a lil tricky at first, but not impossible. Our next goal, we think, is to find a HEV suit, that’s easier said than done here, but don’t worry,
we’ll find it soon enough, just take care when switching weapons until then.
As we’ve finally found and equipped it we proceed to accomplish our main goal, to escape with our scientists friend who managed to hijack a space ship. Before that, we need to shut down two generators which can be easily accessed, all we have to do is to neutralize all opposing threats in our way…
Mapping and lighting is quite cool, maybe a little boxy at all. Also weird texture selection, but that’s okay too. Just like the story, nothing really good or bad, but at least there is one.
The combat is tough but always fair, some spawns are just odd and they have no spawning sound.
It’s only a pity it’s a short mappack, but hey, there’s “Exodus Part 2” ! Some puzzles would’ve been also nice. Finding and activating buttons are the only ones.
Pro’s:
-Good mapping, nice lighting and layouts (maybe a lil boxy, too colorful textures) – outdoor area at the end is cool
-Nice combat action, good balanced and only limited ammo (but more than enough though)
-Some scripted events
-Interesting prison escape, nice atmosphere at first (supported by music)
-Story is okay
-Goodies in crates
-No bugs
Con’s:
-Very short playtime (~5-15 mins)
-Sudden, odd spawns with no sound
-No puzzles
-No HEV at start (it’s like a tiny puzzle part of the mappack to access it)
-Some textures look too colorful, often boxy, basic design
Yep, another map from a new author. In many ways, I’m kind of glad that I missed this stage in Quake II’s user map releases. This, unfortunately, is the kind of map where you begin to wonder why you starting reviewing them in the first place. It’s very obviously a first effort and, though he has tried hard, it’s really not too good.
He’s relied too much on grunt-on-alien fights and they’re just too unpredictable to make for good maps unless the circumstances are tightly controlled. Sometimes three grunts will be left gunning at you when you have little to fight back with; on other occasions, the two sides will wipe each other out entirely.
I’m not going to go into too much detail. It’s not much fun, not even for a first map, and certainly not worth the bother of downloading. Do yourself a favour and go play through Uplink or Freeman’s Revenge again instead.
Notes
This review is republished here by permission and was originally published Wednesday, 10th March, 1999 by Morgan.
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.
I think this is the first map of pre-2000 I have played or at least I know I have played.
It’s blocky and square and amateurish, but that’s what a lot of first maps are and considering this was a few months after the release of Half-Life it has some nice touches.
I very much liked the beginning and feel the author should get credit for that at least.
You’ll probably find it quite hard, but more because of bad design than clever planning.
One word of advice: don’t destroy too many pipes in the reactor room otherwise…well, find out for yourself if you dare.
Using Gauge
Medium
16 Minutes
How soon we forget! Do a filter on 1999 and see how many “PP says” reviews there are!
How soon I am reminded.
It’s a decent little 3-map pack with no real ending (it just crashes out of HL – ouch). I really liked the maps, except for the big room where you have to press a button before you can head over to the escape area. I got stuck in this room and didn’t know how to get out because the door wouldn’t open once the water started rising. I solved it by playing again and rushing out the door before the problem happened again, but I think that might be a design flaw. It’s worth a play.
Manually
Easy
20 Minutes
To coin a phrase, ‘da fuq did I just play?’
It showed… well, some complexity and promise in that regard. It wasn’t a total disaster of impossible puzzles or corridors, but… it was quite hard because there were no clear methods to do anything. Was there a way *not* to destroy those pipes? I guess they were pipes? They turned clear and looked like an effect after the water rose.
I had gotten stuck in the wall of one spot on a room change, had to start over. Got stuck repeatedly in the door of the bunker in the last section, and had to noclip there. Didn’t bother trying to figure out how to get the HEV suit properly, just blew the pipes, grabbed it, and noclipped when the water wouldn’t let me out. That’s all kinds of poor mapping right there.
Not having the ability to change weapons was… um, problematic, before that point, too. Basically, in terms of level design, it was garbage.
In terms of mapping and overall look the ideas were pretty sound. But executed rather weakly, I suppose that was an early map by every definition.
Not impossible to play, ended poorly and without effort, but still probably worth a few minutes to play and be baffled.
Manually
Medium
20 Minutes
in agreement with everyone’s comments, I just upgraded my recommendation by one in consideration of its age 🙂
Using Gauge
Medium
20 Minutes
This was interesting and overall fun. Though I have to admit I didn’t like the beginning part at all, I mean start without the HEV suit is a total and almost unacceptable flaw in this mappack, because the beginning is so intense and with immediate combat action, so you really feel unprotected.
Once you get how to retrieve the Suit the rest of the mappack is fun but quite short.
I hope we can see the 2nd part soon.
Using Gauge
Medium
20 Minutes
Exodus Part One is a Quake 2 map converted to Half-life. To be honest, that’s one of the few pieces of value Exodus provides. The maps are short, extremely ugly and full of technical issues.
There are texturing issues (words facing wrong way, transparent textures like chain link fence treated as solid, overall terrible texture choices), entity issues (2 sided doors where both left/right sides must be activated individually, turret which keeps targeting you after you kill the ‘driver’).
Also, the worst one of the lot – denying the player the HEV suit to the point where the map is unfinishable without using ‘give item_suit’. This is a trend with older maps and it does not work. Forcing the player to only use the last weapon he picked up totally breaks once the player runs out of ammo for that weapon. The suit should be given freely and you shouldn’t have to struggle before you get it. That’s not to say this idea can never work but it’s exceedingly rare and I’ve never seen a novice mapper use it effectively.
Play this map if you want see what a Q2 map looks like in HL or if you’re happy watching aliens fight grunts in notarget, otherwise there’s no reason to check this out, in my honest opinion.
Manually
Hard
11 Minutes
Can be played on Hard, level is short, the first part is the hardest
To change weapons use [ or ] + Alt Gr then left click
Crouch on the bed so the soldier don’t see you. On hard difficulty usually infantry is stronger vs aliens for some reason. I use grenades in front of the gate so the soldier on the other side get frightned (some chance). The core room, if you wait too much there; the room will start to fill with water. If you allow the water to be filled a good amount you will be BLOCKED in that room FOREVER!!! To disable the cannon, go inside the control room and press the switch.
Manually
Hard
8 Minutes