Oh Shit! You find yourself back in the, well…, shit again, I suppose.
Don’t expect ANY mercy, as you try to reach your final death. You didn’t think you could actually escape this time did you? FOOL!
Do your best to survive for as long as possible. That’s all you can really do under the circumstances.
Basic Details
- Title: Half-Quake: Sunrise
- File Name: hl1-sp-half-quake-sunrise.7z
- Size : 66.2MB
- Author: Muddasheep
- Date Released: 21 June 2010
Some Help
PlanetPhillip Download Servers
Installation Instructions
- Copy the hquake3 folder into your Half-Life folder.
- Restart or start Steam.
- Halfquake _\|/_ Sunrise should now be listed in your Library tab.
If you require more help, please visit the Technical Help page.
Screenshots
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots contain spoilers.
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Installed:
Using Gauge: Users
Manually: 2 Users
Time Taken:
Average: 4 Hours
Shortest: 3 Hours by Diclonius Limeony
Longest: 5 Hours by Thechugg
Total Time Played: 8 Hours
Using Gauge: Users
Manually: 2 Users
Time Taken:
Average: 4 Hours
Shortest: 3 Hours by Diclonius Limeony
Longest: 5 Hours by Thechugg
Total Time Played: 8 Hours
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Okay, so I gave this a go and thought I did well to last 10 minutes, which includes the tutorial.
Clearly this is not my style of gameplay but believe it or not I can understand why some people would enjoy this. Try to beat a game has it’s own life and some of us MUST beat games, even if we don’t want to.
So, don’t expect a typical HL experience, just a black and white nightmare.
Ahh half-quake… I loved the three mods just because it’s a pain to finish thems. Sunrise is, I think, the best of the three. The puzzles (especially the music one) are very hard :}
loking a something
looking at something
might want to fix that phillip
Yes the puzzles are hard – learn to love the F6 key. However, the player is rewarded not only by pride in solving them, but also great music, humour, and unique and creative gameplay and level design. The biggest drawback IMO is the use of GoldSrc, which does not handle dynamic lighting very well.
From all I really appreciate the first one’s atmosphere, but the second mod is also probably the best of them all, with more thematic and less sadism.
That is, until the last part called patience.
What’s the word combination for the word machine?
This is one of the idiosyncrasies of my rating system. I didn’t really enjoy this mod at all, but I still say you should consider playing it. Why? Because it’s amazing. The ideas behind the levels, the style, the whole effect is cool.
It’s just that I got bored with all the puzzles and death and traps and rooms and typing “and”.
If you are new to Muddasheep’s mods then you really shouldn’t play this first. Go back to Half-Quake and work your way up (or down, depending on your view!)
This particular mod has more grey textures than the basic black and white you might be expecting. The traps are also very sneaky, he has learnt a lot in terms of freaking you out with unexpected stuff.
I suggest you approach this mod as a Zen Buddhist monk would do: with the inevitability that you will die. Don’t rush, don’t even expect to finish in one sitting. Just slowly work your way through the mod and let the hate you feel for the author flow through you like diarrhoea after drinking water from a pond in deepest India.
The pleasure you will get from actually finishing the mod is impossible for me to describe. I haven’t finished it, so I can’t describe it!
5 Word Review
Just be water, my friend.
I have a feeling this will divide many HQ fans, as it is very different to the first two mods. I don’t see The Present as a HQ mod, and so I will shun it completely in this recommendation. Muddasheep really screwed that one up.
Personally this was my favourite of the HQ mods, although the gameplay in Amen was much better. The reason I liked this more was because of the originality, humor, music and general sadism.
Unlike it’s predecessors, this mod only had Puzzle and didn’t involve shooting of any kind, which for me was disappointing, but overall I think the mod made up for it. The puzzles involve logical, jumping and timing, some of them (such as in screenshot 53 and the You Must Worship Your Gods part) involve a mix of all three. The only enemy you have to fight in the entire game is the final boss, and even then it’s a lot more of a puzzle than something you would find in an FPS.
The humor in this game was much better than in the other two HQ mods. Some parts, such as the loading song, the special abilities and the message box had me chuckling at times, and one of the reasons I loved the mod so much. The music was a lot better than this game too, such as the loading song (it’s funny because it’s true), the music in screenshots 28, 53 and 54, the title theme (heard ingame at screenshot 43) and the music during the Text Based Adventure. Both of these played a huge part on making this game great.
Another thing worth pointing out is that there are three different game genres within the game; Tower Defense (as shown in the last screenshot), Platform (the You Must Worship Your Gods Part) and Text Based Adventure (by the crouching tiger) which boosts the originality of the game. I enjoyed all three of these parts, especially the Text Based Adventure one, and it really added more to the game then just being an FPS/Puzzle game.
During screenshot 30 and 31 you can see what is quite possibly the most frustrating puzzle in any game ever. This time I managed to finish it without dying once (yay) but I think many people would quit at that point because it is incredibly frustrating when you are unsure on what you are doing. It’s also pretty buggy. The last thing worth mentioning is the beta room near the end of the game, which sort of summarizes HQ:S in a nutshell. I thought it was a well done area, but they were sort of making fun of their own mod, still one of the more enjoyable parts of Sunshine.
If you enjoyed the other two HQ games then you should definitely play this, but there is no guaranteeing that you will like it.
As expected HQS is very painful, but this time that’s due to the puzzles. HQ1 was full of traps and dangers, HQA was balanced with a beautiful world. Here you only have deadly riddles and no enemies, except some turrets.
Your are in a gray, oppressive world, with doors like in The 7th Guest, experimenting several concept like “jumping”, “buttons”, “gravity”, but on the sadistic side. Then you will see wink from the two others opus, before your final fight against Somos.
Due to the enigma, the lifetime can be very long, sometimes those puzzles are very interesting like the giant chess game or the labyrinth. Sometimes it will be discouraging like some sky-walks
The Somos Part is the one I most enjoyed. Trying to escape this enemy the only one the game and looking for a way to kill him, because there is no weapons.
Personally I’ve been disappointing by this one because it is very different. If you like hard puzzles then you will enjoy it.
Die it if you can.
I was disappointed by this mod. After the Amazingness (And I Would know :3) that was Amen I was hyped for this. The puzzles at the beginning were just not that interesting. It gets much better as it goes on. I really loved the text advenutre puzzle but I hated the Rotating Arms puzzle. I’m still giving this a play it later because it gets better later in. Just don’t give up on it.
probably one of the most hated puzzles in HL modding story…
I wish I could remember all the puzzles from all the mods. It would make a great “7 of the most hated puzzles in HL mods” article!
Wow, that really would be great, but I think it require a little of a great inquisitive search in many relevant mods!
I agree completely, and it would be number one for me. This time around I managed to do it without dying once, but the last three times took me a very long time to do.
God, hell I was waiting this review!!, as I previously said this mod destroys everything good points previous HQ has, I mean here the “big sadistic-theme” transforms itself in a really big bullshit, and excuse to just center the whole mod on the superb difficult skilled traps, puzzles or challenges you are going to found there more than once, map after map we found a hectic and really annoying hard skilled ass challenges almost whiit no rest. about the story is the same old wasted Yakety Yak, of u are there to be punished, or the “punisment institution”, that makes me think in something I heard once from a person dedicated to be a fulltime writer , and he said: If u wrrite 1,000,000 novels or any big amount of them, you will start to getting repettitive in your plots or storys at some point!! and I think that happened with HQ sunrrise. Maybe taht’s why I tought Muddasheeps, would have ofered to us this stuff but on SOURCE engine, I really don’t know why he never modding on source, but I feel this would be really different if he would had taken the time to do this mod in source, and who knows maybe we could have had a really good mod, anyway, and i’d like to ask Mudda’: Why you don’t mod anything on source, pal???, i’d love to see smoe of ur work with that platafform, I hope he can personally answer this question.
About the rate I think in a personal felling I just hated this hq deliver and i’d put an avoid it, but in a more objective prespective I think a think twice is the perfect rate for it. because only real hq fans have to play this,(if not then they’re not fans), and a think twice for the general public, because just be aware that u can play this just honestly with a walktrough, altough u are going to waste tons of time doing it propperly and right, OR, U can play it the dishonest way, BUT u are going to transform the mod in the “GOD” and “NOCLIP” festival, and that just ruin everything.
Oh also by the way, I freakin” hate the end, seems to be that there were lots of work for the whole mod for just to have a really poor missirable end.
So I repeat i’d love to see mudasheep moving on, getting out of his poor sadistic rethoric and argument and really poor sense of humor, I think that kind of humor is propper from the scandinavian guys allways merged in the freakin cold!, come on Muda’!!, get out of scandinavian colds, and go to the caribean on a sunny warm beach!!!, live a little!!, then u can improove ur worst sense of humor pal. definitely u have talent but just have to move on a little.
I hate source
Any reason because u hate Source??
My Computer can’t run it 😛
Oh there’s the dilema, buddy well hope u can get a superb high tech kick ass computer some day pal! 🙂
I was contemplating moving to Source with the Halfquake Sunrise project, but ultimately decided against it because I was more fluent with the abilities of the Half-Life 1 engine.
And it wouldn’t have made much of a difference anyway, it would still be Halfquake with all its simplicity and player-hating environments.
You might say, Source offers more options, but Spirit of Half-Life opened up an ocean of new ideas that I was able to explore with Sunrise. I also hear Source is a whole different beast to handle, and I wasn’t finished tackling GoldSrc. Now I am though, and since Source is already old, I’d rather try something entirely new, like UDK or Unity.
Oh perfect fair enough, thanks for the answer pal,. yeah, i’m not a modder just a mere mortal gamer, but i’ve heard Source is as u said a beast to handle, so is reasonable why you haven’t moved on to that engine, anyway i’d love to see some future project of yours some day i’d love to see something like a classic epic FPS mod of your authory into the half life setting, that just would be pretty interesting,
Grettings and regards buddy.
I’ve played as much of this as I can stand, but before I post my review I’ll leave people to guess the rating I’m going to give, you may yet be in for a surprise!
It will be Personal Favourite, because we know how much you love Halfquake.
Why not an AI I hear you ask? Well for me at least, it had ONE slightly redeeming feature!
The mod itself, I played as much as I could bear and just like the others in the HQ series I neither enjoyed it or had fun with what I did play. More find and push buttons, more inane traps just got me bored just as quickly. I did consider cycling through the rest of the maps manually but I didn’t
What I did like, was some of the black and white architecture (not all though) it put me in mind of old 1930’s — 1950’s Sci-fi B Movies. Black and white is something I don’t think I’ve seen in other mods, but it could lend itself to a Retro style game. The nearest I can think of, is a side game in Star Trek Voyager Elite Force II “The Adventures of Captain Proton”. In hindsight I’m surprised no-one entered a mono offering in Halloweenville?
How about a ” Retroville” competition?
To be honest I am actually sitting here in shock looking at the rating I chose for this mod. But it’s really how I now feel about HQ Sunrise. I never would have thought this would be my rating before playing it, given how I felt about the other Half-Quake packs.
My time playing HQS was a bit mixed. It is of course Half-Quake so you’ll die a lot, but at the same time it has quite a different feel than the previous HQ episodes. Boiling down the gameplay, it’s again pretty much running and jumping and hitting buttons – but for many of the puzzles/traps, there is some thinking required – which is kind of something the previous Half-Quake episodes lacked. Half-Quake Sunrise is simultaneously more devious and more clever.
I must say what impressed me the most about Sunrise was the technical aspect. Many of the puzzles are quite complex, and simply couldn’t be done in standard Half-Life. That’s where Spirit of Half-Life comes in – it’s code that really acts as enhanced mapper’s tools for the Half-Life engine. I think no other mod I’ve played takes advantage of Spirit as well as Sunrise does. The entity setups and triggers necessary for pulling off some of the puzzles and sequences here, even using Spirit, are mind-boggling. I realize that I am certainly in the minority of players (who wish to understand how everything is done in the HL engine), but much of my rating for Sunrise is based on my appreciation for what it took behind the scenes to make all of these varied puzzles.
The gameplay is of course a lot of trial and error and a lot of frustration, but as I mentioned above there is usually logic to each puzzle and some thought is required. Approach this as a puzzle mod, realize you will die a lot, and keep in mind that nearly all the puzzles have logic behind them. I don’t consider myself a Half-Quake fan but Sunrise went a long way toward changing my mind, especially giving me new respect for the technical workings.
So technically is great done that’s for sure after I readed ur review, but me as a mortal gamer I found it annoying to the bone!!!! so hectic and FRUSTRATING, I guess I based my review more in a philosophical way of how mods should be, instead of a “scientific” review as yours, based on the pure thech issues, but well we have to admit that dfinitely has lots of brain behind the courtains, and thats amazing….
I was disappointed by this mod. After the Amazingness (And I Would know :3) that was Amen I was hyped for this. The puzzles at the beginning were just not that interesting. It gets much better as it goes on. I really loved the text advenutre puzzle but I hated the Rotating Arms puzzle. I’m still giving this a play it later because it gets better later in. Just don’t give up on it.
Edit: I still stand by my review but I felt that I should lower the score I gave it.
This one is really hard to recommend, it is a very cool ending to the half quake trilogy, however the artstyle has changed from dreamscapes in half quake 2 to what I can only describe as horror inspired. The puzzles in this one are insanely hard but also very original, it’s a hard game to get through, and the conclusion of the trilogy might let some people down, but you should still give it a go at one point, especially if you liked half quake 2.
Manually
Hard
5 Hours
Very Good continuation of continuation to a good puzzle game
Manually
Medium
3 Hours