After escaping with the scientist in Rescue 9-1-Freeman you find yourself with him dead and no where else to go but forward!
This time, you are intercepted by an old friend and that’s when things get a little tough.
As always, keep going and kill everything that is in your way.
Basic Details
- Title: Reviviscence
- File Name: hl1-sp-reviviscence.7z
- Original File Name: reviviscence.zip
- Size : 1.60MB
- Author: Tyler Munden
- Date Released: 10 March 2000
PlanetPhillip Download Servers
Installation Instructions
- Copy the reviviscence folder into your Half-Life folder.
- Restart or start Steam.
- Rreviviscence.zip should now be listed in your Library tab.
If you require more help, please visit the Help page.
Screenshots
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots contain spoilers.
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Using Gauge: Users
Manually: 2 Users
Time Taken:
Average: 0 Hours, 30 Mins
Shortest: 0 Hours, 29 Mins by Cardiomyopathy
Longest: 0 Hours, 30 Mins by Dmitry
Total Time Played: 0 Hours, 59 Mins
Using Gauge: Users
Manually: 2 Users
Time Taken:
Average: 0 Hours, 30 Mins
Shortest: 0 Hours, 29 Mins by Cardiomyopathy
Longest: 0 Hours, 30 Mins by Dmitry
Total Time Played: 0 Hours, 59 Mins
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I scored this 6/10 many years ago but did not make any notes. The follow sites scored it thus, back then;
EH10: 6.8/10
H16: 6/10
LM 5/10
Very good designed mod, more than two hours of playtime. Levels look nearly like original valve maps from this time. Solid black-mesa-stuff without xen-levels.
I didn’t enjoy this one. I found this bland and very repetitive. There was not really any big areas and some battles between humans and aliens were too easy and no fun.
Sorry, I can’t be more positive but I have played a lot better recently.
I got about an hour’s worth of gameplay from this but I played on easy and it WAS easy. I suppose on a hard setting it would be longer.
Check the screenshots before you decide to play.
This follow-on to Rescue 9-1-Freeman is better than its predecessor. There’s no real story given, just that you have to make it out of the military bunker that you wake up in. The gameplay itself is pretty good, although with little challenge. The maps are technically solid, although pretty repetitive. They are Black Mesa style and decently laid out – the issue is that a lot of it looks alike and a lot of it is claustrophobic. Even the battle with the Gargantua near the end is trivial because you can stand out of his reach and unload your weapons without fear.
The only real annoyance with this pack is that it’s terribly easy. Not only are there literally health packs all over the place, but you’ll soon find yourself maxed out on contact grenades, .357 ammo, and have about 25 crossbow bolts which is a pretty heavy arsenal. Furthermore, the mapper has modified skill.cfg to make some of your weapons do more damage than normal. If you play this, I highly recommend upping the level of difficulty from your standard.
There’s nothing really wrong with Reviviscence, it’s just very standard Black Mesa fare that never really grabs your attention.
Here’s another quick one, u can beat it in almost 45-50 min, and is cool, so dynamic and fast combat, but don’t waste too much ammo or u can be wmpty with just the crowbar to face some alien grunt, that happened to me at the beggining and I accept this mod stand the easy line it appears to be in the mind of the mapper, it really seems to me that this is a whole: “play it latter” saga.
This entry was better due to it has no bugs, and is extended, but appart from that there’s not much to talk anymore, overall I agree it feels too repetitive in the locations lay outs and the textures, mm ok I think that’s all, the ending well u escape taking the Apache, which is cool buut i’ve seen that in other hl1 mod I can’t remember….. Oh also another thing I liked about played this is that I played along with SOMA FM in my ears so I listened the covers section and was cool to play and listen some rock along the mod…, I maybe keep doin” that in further simple mods.
As with other part 2’s I expected better than part 1 and while it was fun to play it seemed to be pretty much the same as part 1, the author didn’t seem to want to be a bit more adventurous!
Again this not one for anyone who likes hard gameplay, it could have been a lot better, but like part 1 it did pass some time and it was vaguely enjoyable. As with the 1st part the look and feel was BM and the gameplay was also a bit too easy, however all of us have different ways we like to play.
One of the things I’ve seen in a few mods is having a tough enemy that you can just avoid rather than fight and defeat, in this case it was the Garg. Why include such enemies when you can just run past them!
Overall it provided some fun but strangely I preferred part 1 which means I won’t give it a PIN.
We wake up in the sewers and after some swimming meet G-Man and two soldiers. We see a cutscene where G-Man says something to us and they go away. The idea is nice, but the direction could be better: the camera hangs at one place motionlessly for too long time.
Then we go through some rooms and fight zombies. The author made them fall from one headshot, I appreciate that. There’s quite original puzzle about electricity. The design is not bad, but not without monotonousness, and the environment sometimes is almost rectangular corridors. We’ll meet soldiers, too.
We can see graphic glitches if we climb high at the area where we exit to the surface first time. When we go inside the sewer pipe later, we can see vis compiler glitch.
To make action various, the author added soldiers versus monsters and bullsquid versus headcrabs. What’s good is that another side arrives suddenly in these fights.
The place where snarks attack us is done poorly: we catch 5 snarks and it’s easy to drop them by mistake. The fight with Garg is also poor, because its fire goes through the wall.
The battles in the storages are good: there are many enemies, but enough room for maneuvers.
Overall, with this monotonousness the mod would look better if it was shorter.
It was getting a maybe rating until reaching multiple doors that wouldn’t open. And from the screen shots – last row, first pic, confirms one of the doors does open.
Hit the switch to the right of the screenshot and the door opens..
So this is yet another Tylak minimod I never played before. Besides his other work, this one is enjoyable again after the terrible “Total Evasion”, the getting-a-lot-better “Rescue 9-1 Freeman” this is a little pearl if you like gruntfests.
It’s also a good example of showing his mapping skills developing better and better, so if you still don’t like THIS mod, try “Infinite Rift” (which is great!)
Only a few words are needed to describe “Reviviscence”:
Collect weapons, run, shoot, hit a switch, shoot, …
Pretty simple, but it was fun to me, the playtime is a bit shorter than some people here told, well, if you’re a skilled player. It was about 30 mins max. as it’s difficulty is way too easy except a few exceptions 😉
According to the author, the story starts where “Rescue 9-1 Freeman” ended, but trust me, it’s not necessary to play it before as the story is anything but important for the pseudo-combining mods “Total Evasion” to “Reviviscence”.
Pro’s:
-Not bad mapping, but monotonous and grey in grey mostly (except outdoor areas)
-A few puzzles
-Plenty of action, weapons and ammo, also health / armor
-A few scripts
-Music for atmosphere
-No bugs
Con’s:
-Difficulty and balancing, way too easy as mass of ammo is available
-Boxy, grey maps – if only more details here and there
-Silly longjumps required (three times)
-Some crates breakable, some not – annoying to find out where goodies are but not really necessary as there are still lots placed around every corner
-Disappointing end
5 word rating: Only if you love gruntfests! 😉
There are many simple pleasures in life – sleeping, eating, drinking, watching TV… and killing things with a shotgun. Which is what makes this a good, fun map. Stripped of all the superfluous elements that get put in a modern FPS, at its core the genre is still about shooting things. As many things as possible. Which is where this level excels.
As you progress through the level you must fight through room after room, packed full of zombies, head-crabs, marines, slaves and hive-hand aliens. Although I say packed full, it seems that every room has just the right number of monsters. If too many monsters were used framerates would drop, and combat would become chaotic, with luck rather than skill (and judicious use of quick-saving) being the key to survival. Too few and the level becomes a dull walkover. But this is one of the very few levels where it seems to be balanced just right. Action is almost constant, and often frantic, but in no way overwhelming or frustrating. A wide variety of enemies are used and placement is well choosen. Consequently it’s a lot of fun.
But it’s a simple kind of fun, because beyond large numbers of monsters to blast, this level doesn’t have much else to offer. Plot is almost non-existent, excluding a short speech from the G-Man. The level concludes when you reach a helicopter and escape – an ending so clichéd it becomes an anti-climax. And the one true set-piece involved some marines fighting a Gargantua. Not exactly startlingly original. But despite the lack of innovation, all the scenes were done very well.
Everything seems to follow the same simple, slightly unoriginal style but, nevertheless, it is surprisingly well executed. The architecture, for example, consists of basic rooms, using the standard concrete textures. It’s an environment seen dozens of times before, but in this case the rooms have actually been quite skilfully constructed. Framerates, lighting and detailing are praiseworthy. But they’re still nothing to get excited about.
One note: one of the maps uses the file TFC.wad, but this is in the TFC directory where Half-Life can’t find it. This can be fixed by putting TFC.wad in the Valve directory. Other than this technical issue, there were no glaring, serious errors, and certainly nothing to detract from the fun of killing (and it is a lot of fun) so I’d say it’s worth downloading. Perhaps, for the reasonably low file-size, I have no right to demand anything more than the action it delivers, but I feel that the author, who seems quite talented, could have done more to make this level special. A stronger plot, more interesting set-pieces, more ambitious architecture and more originality wouldn’t have gone amiss.
Notes
This review is republished here by permission and was originally published Sunday, 19th March, 2000 by Chris.
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.
For a broken prequel, this one is better.
The story continues from the end of Rescue 9-1 Freeman, which I never got to the end because of the bugs. After you rescue him, the truck (I think) crashes and now you have to survive through the hellhole.
The combat is decent; the grunts weren’t everywhere, but not nowhere. But it’s typical, because this is another gruntfest.
The atmosphere isn’t anything special. It’s just boxes and grey things everywhere.
Though, a thing I had to mention was the randomization with the boxes. Some break, some don’t, so you have to waste time searching for health and ammo.
Overall, better than it’s prequel, but not better than other mods. I say try it, if you want to kill some grunts and aliens.
Decent mod.
Manually
Hard
29 Minutes
Welcome to a boxy areas with hundreds of enemies, of all kind are waiting you inside the pipe, inside every room with the claws ready to bite you. Just ready you crowbar and MP-5 will fire at you. Ready your Hive Gun and a turret will surprise you. There’s so many enemies, I’m not even sure what is going next. It would be nice to create of a wave of similar enemies, instead of putting everything in one sac. And that Gargantua, if AR grenades do not kill it, only normal grenades can make a final blow, because if not you are trapped forever, that beast will fry you if you try to escape his fiercy claws.
Manually
Hard
30 Minutes