You have been given a mission of entering a military base and destroying a Gargantua.
The base is well protected and you will need to keep your wits about you.
Intelligence suggests there are plenty of weapons and ammo within the base.
Good Luck!
Basic Details
- Title: Operation Gargantua
- File Name: hl1-sp-operation-gargantua.7z
- Size : 2.98MB
- Author: Filip Herzig AKA Kane
- Date Released: 12 April 2003
PlanetPhillip Download Servers
Installation Instructions
- Copy the Operacja_Gargantua folder into your Half-Life folder.
- Restart or start Steam.
- Operation Gargantua 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.
Reader Recommendations
Total Downloads
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3,007Overall
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111365 days
Meta Review Data
Statistics based on 1 comment(s) with meta review data.
Installed:
Using Gauge: Users
Manually: 1 Users
Time Taken:
Average: 2 Hours
Shortest: 2 Hours by shaboo
Longest: 2 Hours by shaboo
Total Time Played: 2 Hours
Using Gauge: Users
Manually: 1 Users
Time Taken:
Average: 2 Hours
Shortest: 2 Hours by shaboo
Longest: 2 Hours by shaboo
Total Time Played: 2 Hours
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I enjoyed this one and wonder why it’s taken me so long to post! It’s a competently made Black Mesa style mod.
Some backtracking and button pressing, but most gameplay is standard shooting stuff.
The final battle is a complete let down and a few gargantua in separate areas might have been a good idea.
Anyway, definitely worth you time, even 7 ears after its release. Enjoy.
I played this mod a long time ago, but still remember that was a good mod, as some another mods by Filip “Kane” Herzig. So play it now, if you have missed this mod yet.
A good short map with very interesting architecture.
Way too much back tracking for my liking and a really weak ending, but overall not a bad mod!
I’m not really sure what I think of this, it looked quite good but was just a little too easy combat-wise and the ending left me thinking “is that it?”.
This felt like it should have been more fun than it actually was, it was fine for about 20mins worth of play but if it had been longer, playing as it was, I’d have got bored. However what turned out to be the end is what really disappointed me, you’ve topped the Garg and find the room is full of rockets and two rocket launchers. Why do you have enough fire power to fry the Garg and then find the rockets and launchers? It suggests another battle beyond the big red doors but there wasn’t one.
This was pretty good if not great. I liked the design of the areas you were exploring although the lack of ammo at the beginning was a bit of a pain. The end battle was way too easy; I didn’t even need the rocket launcher as I still had enough juice in the gluon gun to take it down. Worth playing since there isn’t a lot else around these days
I can’t rate it because I just disliked it too much to finish. However, I wanted to echo canuck’s sentiment that releases seem pretty seldom. I wish I could make a mod myself.
Well here we have a really dynamic mod almost for the 90 percent of the whole course of it, but then more than the back tracking part, I think the stuff that really cut off all the emotions for this mod is the ending, is strange because overall it was a really cool mod with great Black mesa atmosphere, that ending deserved to be too much more exciting than that.
So I guess we are in a great maping terrible disappoiting end mod, I could guess because the author didn’t have more time to work on it so he decided to cut it off like that, or something similar I don’t really know why the whole project depressed like that with that end. Anyway deserve ur time to play this.
The design is very detailed. We will see impressive architecture and cool props. The atmosphere is supported by interchange of ambient sounds and ominous silence.
The ammunition is quite scarce, but still more than enough. There is an original scene with [spoiler]alarming number of houndeyes.[/spoiler]
Two times I was confused for a short while, but there’s nothing too hard, you just need to pay attention to your surroundings.
The ending is lacking, it doesn’t even return to main menu, let alone showing a spectacular scene.
Overall, worth playing, because it is different from usual Half-Life mod. It shows design which is ahead of its time.
How do I get the scientists to activate the last power button on the console in the room with all the boxes? How do I activate the last power button??
There is a button behind the mechanism. You should be able to press it.
I’m gonna have to disagree with the class on this one.
One of the issues is that it’s easy for the player to get stuck with no chance of progressing. If you risk the laser forcefield damage right away (it’s only about 50 points), you’ll get stuck downstairs at the laser that’s pointed at the door in the third from last screenshot. The problem here is that even if you take the big elevator back up to backtrack, you can’t open the big doors there so you’re stuck. Poor design – the forcefield should kill the player to absolutely prevent the situation.
That said, I did everything in the other maps and I could still never get the things in screenshot 34 nor the laser pointed at the door to turn on. Did I miss something? Scientists don’t seem to activate it, and I certainly thoroughly explored the other maps.
But that leads me to my other main problem with this map pack – the lack of story or even any direction for the player. There are a couple hints here and there for minor tasks, like turning the power on or off, or draining the flooded room. But it involves a lot of backtracking and I felt directionless a lot of the time which tended to bore me. Add to that the anticlimactic end battle (a Garg which is a piece of cake since you’re probably maxed out on gluon/tau cannon ammo) and you end up with a decently mapped but ultimately disappointing set of maps.
This isn’t terrible by any stretch but it needs a lot of polish and some direction to make it a worthwhile download.
Interesting mod with some unique design, but to me surpringsly average…
Pro’s:
-Pretty good architecture, design and lighting – also new textures
-Nice and unusual combat situations
-Good balancing – not too easy or hard, limited ammo
-A few, easier puzzles
-No bugs
Con’s:
-Short playtime
-No story
-Somehow boring all time
-Almost no atmosphere
-Disappointing end
This is a mod I really enjoyed playing through and loved every minute of it.
First, I liked the dynamic lighting, the combat and that it was a simple, yet really great mod. The mod includes a few backtracking situations, that maybe you disliked, but I really enjoyed. They actually reminded me of Metroid.
Though, the last fight with the Gargantua is really disappointing. I didn’t even need a rocket launcher to defeat it, I used the Gluon Gun instead.
Overall, pretty great mod. I can’t say anything else, than just play it.
Just finished this. I have to agree that this mod is seriously lacking some direction: You are pressing buttons, pulling levers, and collecting security cards, without knowing too much about cause and effect. In addition, what Unq described also happened to me:
“One of the issues is that it’s easy for the player to get stuck with no chance of progressing. If you risk the laser forcefield damage right away (it’s only about 50 points), you’ll get stuck downstairs at the laser that’s pointed at the door in the third from last screenshot. The problem here is that even if you take the big elevator back up to backtrack, you can’t open the big doors there so you’re stuck. Poor design – the forcefield should kill the player to absolutely prevent the situation.”
It’s even worse: The console with the button for disabling the forcefield is electrified, but if you don’t go too near, you can press the button, disable the forcefield and use the big elevator without taking any damage at all. If you’re doing this too early, you’ll be stuck forever, so be absolutely sure to complete the maps “f” and “level2”, BEFORE using the elevator and starting map “f_1”, because there’s no way back!
“That said, I did everything in the other maps and I could still never get the things in screenshot 34 nor the laser pointed at the door to turn on. Did I miss something? Scientists don’t seem to activate it, and I certainly thoroughly explored the other maps.”
Yes, I was stuck here for quite a while, too. In the room with the two scientists, you have to activate the right part of the machine by simply pressing a button. Unfortunately this button is very small and can be easily overlooked. You can find it at the back side of the machine, at one of the orange “columns”. After that you just have to press all three buttons on the console that’s in the room with the many crates, to activate the laser.
Lacking story and direction, danger of getting stuck and the poor and disappointing ending are the weak points of this mod, the nice graphics and the decent gameplay are its strong sides.
All in all, I’d rate it somewhere between “Maybe?” and “Play It Later”. When in doubt, for the accused, so it’s a PIL.
For mods like these, it would be nice to have a tips/guides/walkthrough section here at RTS, so people could avoid any pitfalls some mod may have.
Manually
Medium
2 Hours
Short entry but it’s worth a play. The combat is too easy, I barely take any damage. The only challenge in combat is whenever I face alien grunts but the mangum handgun defeats the challenge by killing each of them in three hits. But don’t get too cocky of this because ammo is very scarce at the beginning so you have to conserve ammo the same time you have to kill enemies, now that is what I call a challenge, a good gameplay, strategizing on how to kill enemies with low ammunition. As I progress, there’s gonna be ammos scattered everywhere which makes it a lot easier. Now for the boss which is obviously a gargantua, there’s no challenge at all. I just wasted all my gauss ammo against it using a gluon gun and killed it easily. After killing it, reaching the button next to the fire door would end the game and that sums up Operation Gargantua. The screen fade doesn’t last long so once the credits is over, it rewards you a free roam of the whole campaign so that doesn’t mean it’s endless, you can quit the game once you reach the button.