On the planet Myrrh, aliens are preparing a rocket called the T-52.
You have been sent there to destroy it.
Use all the weaponry available to you and your fighting skill to achieve your goal.
Basic Details
- Title: Operacja Mirra / Operation Myrrh
- File Name: hl1-sp-operacja-mirra.7z
- Size : 8.60MB
- Author: Filip Herzig AKA Kane
- Date Released: 01 June 2002
MapTap Users
Download directly into MapTap [8.60MB]
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Download Options
You can still use it with MapTap once you have downloaded it.
Manual Installation Instructions
- Copy the contents of the maps folder into your Half-Live/Valve/Maps folder.
- Copy the contents of the sound folder into your Half-Life/Valve/Maps folder.
- Launch Half-Life.
- Open the console and type Map intro and press ENTER / RETURN tab.
If you require more help, please visit the Technical Help page.
Videos
The playthrough/walkthrough below is provided by PlanetPhillip. See more of my playthroughs on this site: VP: PlanetPhillip.
Screenshots
WARNING: The screenshots contain spoilers.
Reader Recommendations
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Meta Review Data
Statistics based on 8 comment(s) with meta review data.
Installed:
Using Gauge: Users
Manually: 5 Users
Time Taken:
Average: 1 Hours, 24 Mins
Shortest: 0 Hours, 43 Mins by ShawnHL
Longest: 2 Hours by PlanetPhillip
Total Time Played: 11 Hours, 15 Mins
Using Gauge: Users
Manually: 5 Users
Time Taken:
Average: 1 Hours, 24 Mins
Shortest: 0 Hours, 43 Mins by ShawnHL
Longest: 2 Hours by PlanetPhillip
Total Time Played: 11 Hours, 15 Mins
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Okay, now I I know I am saying play it, but I am not saying it’s great.
There’s a lot of backtracking and getting lost, there’s a lot of grouped enemies and there’s a lack of consistency, but there’s also fun to be had too.
I wish I could have played all the author’s releases in the order he made them but I update the site as and when I have time and I just pick what works and is available.
In many ways this is better than the last Kane release I posted called Infiltration, but also worse.
This release was made before the other and shows his ability to make interesting looking areas, especially corridors but almost neglect to focus on gameplay.
Sometimes the route is unclear and backtracking must be done well to not be frustrating.
All in all the release got tedious towards the end and probably could have been 30/50% shorter.
I had an issue with the last map loading so you may have to do that yourself, although it’s just a cutscene. See the last three screenshots or watch the video.
Using Gauge
Easy
2 Hours
Haven’t tried it yet — but in your install instructions you spelt Half-Life wrong! Half-Live is me when I get up in the morning and haven’t had my coffee! 😉
Fixed, thanks.
I found it was better than Infiltration but as frustrating and counter intuitive in two spots, as Phillip found. Lots of gameplay, the only reason I rated this high.
Using Gauge
Medium
1 Hour
I’ll agree with what’s been said about this mapper and his work: the environments that he creates are individually really, really nice. But the gameplay and flow, and sometimes just the overall nonsensical connections between those environments, are pretty poor.
I will say this for the maps themselves though: he did a *great* job of emulating the look and feel of the industrial and high-tech areas in Black Mesa, really. Bunch of crates in areas they shouldn’t be? There are plenty of those – particularly found in front of signs that say “do not block/stack” 😀
There were plenty of frustrating moments, you weren’t alone, Phillip, in most of those. I did start realizing to LOOK for weird things, and take some of the slightly-too-subtle clues on first instinct. The area where you look through the barred security door into one room (on the 2nd video above) there’s a little spark coming from the machinery directly in view. Shot it right off, and it worked! yay!
But yeah it still suffered from a lack of clear instruction and paths to the goals. In fact some of the areas took so long for me to explore and figure out that there were things TO do in them, that I forgot why I was there in the first place. It took me watching the video to realize, “oh yeah, that was to turn off the force field near that one little valve-opened door…” Did you know that if you turn ALL THREE of those valves in the energy room with the lambda-like power in the middle, the room locks down and explodes and you die? There really could have been more indications as to “touch this one and die instantly”, like a sign, or something… but then even HL1 there weren’t that many signs of that nature.
I too was disappointed you couldn’t get in the alien craft. :/ I did have to noclip around a little because a couple doors simply never opened for me no matter what (one of the two in that “sample words here” chamber, in the floor – only one opened, I had to clip into the 2nd one), and the final map never came up for me either, but I watched the video for that.
I didn’t even realize until that alien ship landed, that I *had a gun*, I don’t know when or where I picked it up, but it takes those grunts out with one or two shots tops, and that saved me a bit of ammo.
The guns and ammo thing… I don’t really understand the rhyme or reason behind any of the things we pick up. We never *need* the rocket launcher, really, aside from “I didn’t want to give the player more of what they would otherwise be using in this situation”. The lack of breakable crates, as well as the fact that you simply couldn’t jump on any of them to get up (with some very, very few exceptions) was a bit frustrating. You’d think on an alien world they could have lowered the gravity a touch and crouch-jumping would work.
The other thing was, aside from the text messages being in Polish – they went by too quickly to even read half of them, so even if you COULD read them, they’d be gone too soon to know what they said.
But all in all, this one was actually a more enjoyable mod than the other one by far. I don’t know why Infiltration was as messy as it was, given this one came first. I will play more of his maps as they come up, but… yeah it’s a little weird how he appeared not to have learned from the first map’s failings, and in fact gotten worse at them.
Manually
Medium
1 Hour, 15 Minutes
Part of the challenge in this one was figuring out what you are supposed to do without any English instructions. You can definitely work around this, and I enjoyed playing these maps. However, I too found the backtracking confusing and a little frustrating at times. Some nice looking design and fun combat made up for that. I thought the ammo provided was just the right amount and the difficulty was reasonable. It gets harder at the end though. I must have died 20 times in the room where you turn the valves until I managed to make it work. I did this by positioning myself sideways on the little staircase, pressing the “Use” key on the valve, immediately going to my left and then backwards so I could exit before the door closed.
Manually
Easy
1 Hour, 30 Minutes
Here we have the same annoying mistakes, regarding to the modding style of this author, of the previous “Infiltration” mod.
Weird textures, swarms of xenians in narrow spaces that doesn’t allow to have decent combat, no combat against grunts, very bad planed backtracking and lack of English subtitles on the screen when text is presented.
Sorry, but considering that I just couldn’t give a better recommendation, for me the whole gaming experience was like a very repetitive deja vu of the previous work of this modder presented here in PP.
Also if there was an story I never really get it, I caught only that you have to destroy that horrid textured missle “T-52″(BTW is also the name of a very famous Russian tank) at all costs.
So I guess if you play ALL HL1 mods then you may try this, though be warned it could get very flat an boring.
Manually
Medium
1 Hour, 15 Minutes
Wierd filling about this one (didn’t play other releases from the author)
It’s like having an excellent mapper in therm of anim, design, use of texture (even if sometimes it’s weird) but put in ballance with a way to put stuff together as it comes without any structure planned
hopefully for me there was some video walktrough because when you reach the end puzzle are sometimes wierd to understand, thanks Phillip for the help provided
Also I think it would haver been not too complicated to add a translation in english to have a better understanding of the story behind and certainly a better enjoyment (…why not before posting it here)
Using Gauge
Medium
1 Hour, 40 Minutes
It begins with spectacular cutscene with well done camera animations and great music. And it’s not the last such cutscene we’re going to see here.
Level design looks very imaginative and very modern with many different architectural features, very creative and original texture usage. And some highly detailed and well animated machinery. Environments are very various, maybe even too various: each next corridor and room you encounter looks completely different from the others. There is some neglect with the textures: some of them are not aligned as good as they could have been, some are stretched.
Layouts and our progression through the levels are interesting. From time to time, we solve puzzles that require to press some button, break something in order to advance, search the level for the passage than became open. They are presented very well, making us feel confused, then really clever when we figure out what to do. Sometimes we get agitated with nice explosions and destruction. There’s an unobtrusive hint – newly spawned monsters show where we need to be. But neglect is present in the gameplay too: in ba6 map, elevator button z-fights with the wall it’s placed on when it’s pressed. Elevator itself can hurt the player when it moves, same thing is with another one in the end of ba7. Ba7 also contains very bad beginner level designer mistake – door that opens only once. I didn’t expect to get this from someone capable of making such magnificent architecture.
And it’s not a beginner’s mistake – things are more complicated! Closer examination revealed that the door is supposed to open and never close, but it can sometimes get closed by bees that fly from Alien Grunts’ weaponry. So the situation happens because the author didn’t test the map enough times to reveal the problem.
At one point author got an idea to make the player type something in the computer. And, since coding such computer into the game is apparently too much work to do, game’s console was decided to be used as it, so technically at some point the game tells you to load the next map through the console! This kind of approach is very unprofessional.
As for the gameplay, the author created some original situations that turn alien slaves we’re used to into really dangerous enemies. Unfortunately, neglect is here as well: some alien controllers are stuck in the floor. Speaking of controllers, waypoints are also not placed for them, which is why they hang in the air and don’t fly around. And sometimes we just meet boring crowd of enemies standing in the corridor. When encountering such crowds, I really miss the grenades. And I didn’t use the RPG because I thought it’s for the helicopter I’m supposed to face later, but it never happened. Most of the time I used the Gauss Gun, because it does a lot of damage with a single alternative shot, spending only 1 unit of ammo. And the amount of ammo lying around is more than necessary.
From time to time we receive messages, but, unfortunately, they’re not in English, and some of them disappear too quickly, leaving us without any chances to read.
Overall, it’s a good example of creating something new that the players didn’t experience before. Despite the flaws, overall it’s enjoyable and inspiring. With more polish, this could have been a great mod.
Manually
Medium
1 Hour, 52 Minutes
z
Manually
Medium
43 Minutes