Here’s a 12-map (roughly an hour) demo of an upcoming mod. It features quite a few puzzles that require exploration and some lateral thinking – but there’s also plenty of combat. Beware the teleporting aliens and the dark areas. I don’t recommend playing this on hard!
This is my first Half Life Mod that I accidentally started. Back in 2017 I was an average mapper and I started doing some experiments. After that I created the first map for the mod and then, after some years when I got better I decided to make a mod. For now this is only a DEMO; the next release will be the final release, hopefully before the New Year arrives.
This mod has custom weapon models and some human models too!
Thank you for playing!
- Title: Half-Risen (Demo v2.0)
- Filename: hl1-sp-half-risen-demo-v2.7z
- Size : 135 MB
- Author: Vatra
- Date Released: 27 July 2021
- Copy the half_risen_demov2.0 folder into your SteamApps\common\Half-Life folder.
- Restart or start Steam.
- Half – Risen (DEMO) should now be listed in your Library.
If you require more help, please visit the Technical Help page.
WARNING: The screenshots contain spoilers.
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Using Gauge: Users
Manually: 4 Users
Time Taken:
Average: 1 Hours, 13 Mins
Shortest: 1 Hours by Hec
Longest: 1 Hours, 30 Mins by PsyWarVeteran
Total Time Played: 4 Hours, 50 Mins
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The mapping is not very good, maps are unusually large but at the same time very bland, NPCs seems to manipulate empty things in the air, and I quickly got lost with that first “puzzle” with dynamite and keys to find…
After 15 years of playing mod’s I think I see exactly where it is is going, and I’m not taking part of it any more…
However, I praise the fact you manage to do some cutscenes – even if it’s totally against what HL1 stands for, but this is free modding and people can do whatever they want, as long as it stays “fun”.
Conclusion – Practice. a lot. to improve your modding skills. Next time will be better.
I had difficulty with this, perhaps its the way I think as I didn’t find it at all intuitive. Some puzzles seemed artificial, like (and I won’t try to spoil anything in what I say) the guard by the elevators. And I gave up after going everywhere, with the spool and dynamite puzzle, nothing seemed to ‘work’. The lights went out eventually too, for no reason?
Anyway, the layout and puzzle concepts give a good feeling as to what this could become. Its going to need critical beta testers though, IMO.
Who puts a scope on a SHOTGUN?
… and a silencer :)! Still the new models look great, although not very realistic. As for the dynamite puzzle you need to crouch in front of the door you want to blow. Overall the levels get better more into the mod, but it would be good if the modded would improve the beginning while he finishes this.
This definitely has potential. Mapping is a bit unusual, some parts are lively and fit well in the atmosphere, but some are just blocks connected with other blocks, particularly near the start. The puzzles and combat are both pretty fun but there is one particularly egregious part that someone else referenced. I like the custom models but I’m not really sure some of them fit, the crowbar has a very exaggerated swing to it which looks bizarre and the shotgun has a scope despite clearly having no zoom. The amount pitch black areas towards the end was very frustrating, abusing darkness does not make for fun gameplay.
Overall can’t say I had too much trouble, and it was pretty fun. The dynamite on the door was a bit iffy and I’m not entirely sure how I got past it. I did get a crate stuck in an area that it couldn’t escape from and had to jump on an environmental object to progress, it’s a good failsafe, inentional or not, but these kinds of situations should really be avoided. There’s another area that requires ammo to progress but I ran out and thus had to load a save.
I’m yet to play this but I can’t stop thinking about the line “This is my first Half Life Mod that I accidentally started.”
Accidentally starting a mod takes some skill.
Wait, you have a review on the ModDB page. 🙂
Although your comment is from 2020 so it probably wasn’t quite the same demo.
Unfortunately, nothing happens in the first 7-8 minutes. Huge cube-shaped rooms, big empty corridors one after the other. Closed doors everywhere. A smaller map with more details would have been better. The player gets lost very easily because it is not clear what the goal is, where to go?
It would be worth polishing this mod, because the concept is good.
I appreciate all the work, because I do maps too!
Translated with http://www.DeepL.com/Translator (free version)
Has some interesting ideas but the mapping kind of gets in the way. Some maps look okay, others need major improvements. I like the more puzzle oriented gameplay style but some puzzles are too cryptic. Even a simple and straightforward obstacle, shooting a gas pipe to blow up a wall, made me wander around ten or so minutes before I realized what I had to do, this mod needs to make things clear and give better directions without spelling it out via text.
Overall, not bad at all, simply needs polish and a lot of it.
Manually
Medium
1 Hour, 30 Minutes
Well, I am not a demo enthusiast, that’s for sure. But here it happened that I wanted to play some nice HL1 mod, as I return to HL1 mods from time to time to have some shooting fun.
And well here I can see we have more than a demo I’d say it is a beta or even lower version of a mod. And I guess that’s precisely the main problem with this mod. I mean it’s OK if the author wants to release his demo to maybe get some community feedback, but overall I think this kind of release should be directed to a group of beta-testers indeed, rather than the community itself. And it is for a good reason. Because beta testers usually are more specialized or technified gamers than for example gamers like me, that we are ignorant technically speaking and we want to play just to shoot some ducks in the barrel You know, I mean we play just for fun.
So well once that said, I guess in here we have overall some interesting old-school puzzles mingled with some combat here and there. Combat felt quite static and predictable, as xenians ALWAYS ambush You but up to the boring point, You know, I’d like to have some less predictable xenian combat, or more military combat because this second is just way too scarce…
Also the maps, I assume because it’s a demo version, felt way too empty and depressive at some points. I mean, I know I am playing in Black Mesa but some parts because of the textures and details felt like totally not related to the Black Mesa RF at all. Also, despite I know it is not relevant now, the story is not there at all, not even a hint of it. What my character is? A Scientist, a janitor, a mechanic, an Engineer?? I hope the story gets a little bit more developed in the final version, as well as having a clearer layout of the puzzles because some I agree they’re too cryptic or confusing, to say the least.
About the good points, well I just like the custom weaponry, thought also needs improving a lot. The shotgun with a silencer and a scope plays just stupid, and the M16 is cool but if you put Iron Sights on it, please make sure to program those iron sights in order to use it or at least simulate them like in Counter-Strike (The Bullup Riffle is a great example of this)…
Well so finally I’d say that this mod has a lot of things to improve, but it is a nice project to see how evolve, I hope we can actually play it at the end of this year which is basically just a month to end. To me is a Play it Later.
Manually
Medium
1 Hour
You did a good job man, I like the gun models very much, I think you will have a success by starting this mod, thank you v
Manually
Medium
1 Hour, 10 Minutes