You start in a small town and have to work your way through the tunnels. You meet Father Grigori but are blocked from reaching him and from then on your objective is to join him.
- Title: Siren
- Filename: sdk2013-sp-siren.7z
- Original Filename: hl2-ep1-sp-siren.7z
- Size : 44.50MB
- Author: LuE.Kami
- Date Released: 25 April 2010
Download to your HDD [44.50MB]
This mod contains fixes most issues related to engine branch incompatibility and is designed to run using the latest “Beta” of Source SDK Base 2013 Singleplayer.
The patch which has been incorporated into the file was created by Marc-Antoine Lortie AKA malortie and Koneko created the RTSL file with the patch incorporated.
More detailed installation instructions are included in the file, in a file called “README_fix.txt”
Ensure that you have Source SDK Base 2013 Singleplayer installed and configured to use the latest beta, “incoming”.
If not set it:
- Right-click on Source SDK Base 2013 Singleplayer.
- Go to the “Betas” tab.
- Change “Select the beta you would opt into” option to “incoming”.
- (Optionally restart Steam).
Next verify the integrity of game cache for Source SDK Base 2013 Singleplayer.
- Right-click on Source SDK Base 2013 Singleplayer.
- Go to the “Local Files” tab.
- Click “Verify Integrity of Tool cache…”
- Wait until game cache inspection is completed.
- Optionally launch Source SDK Base 2013 Singleplayer to update game data files).
Continue with the instructions below.
- Copy the Siren folder into your SourceMods folder.
- Restart or start Steam.
- Siren should now be listed in your Library tab.
If you require more help, please visit the Help page.
Please Note: Panoramic images only are available in full screen mode. You can either open one by clicking the image link above or by saving it to your computer and then opening it locally.
How to use: Once the image is open and your cursor is on the image, press and hold your left mouse button and move around the image. Use your mouse wheel to scroll in and out of the panoramic image.
There is a map included in the download that is not accessed via the levels themselves. You need to open the console and type map map_arrival. It has more action than the mod itself.
Click on the thumbnails below to open a 800 pixel wide image.
WARNING: The screenshots contain spoilers.
Please note: These statistics are valid from December 2010
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10,596Overall
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4Today
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14Last 7 days
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42Last 30 days
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424365 days
Using Gauge: Users
Manually: 6 Users
Time Taken:
Average: 0 Hours, 56 Mins
Shortest: 0 Hours, 32 Mins by Whimall56
Longest: 1 Hours by Quarter-Life
Total Time Played: 6 Hours, 32 Mins
If you believe this release is missing important tags, please suggest them in a comment?
I’ve had this mod for well over a year now and the author has been working on updating it. A few days ago he gave me permission to release it because he feels that his current work is much better and releasing a new mod is a better idea.
I and you will be glad he did because this is a great piece of work.
It’s very atmospheric, which to my mind is much better than plain scary. Kaami does a great job of making the tunnels and halls interesting and the limited variety of the enemies is not so important.
The lighting and ambient sound is used very well and the set pieces are done well.
Overall, I really enjoyed this mod and will be surprised if most of you don’t give it some sort of Play recommendation.
5 Words Or Less Review
Kept me wondering what’s next
I’ve just added a panoramic image.
Great great great mod!
I can’t really say anything bad about this map. Sounds, lights, everything. It just works. There were couple of times when I didn’t know where to go, but none of the places were too hard to go finish.
However I got one nasty bug on the map. (http://dl.dropbox.com/u/223731/map-10005.jpg) When I tried to drop from the vent, it moved me above the vent block. But I am not able to reproduct this bug…
And where the crossbow was? I couldn’t find it… 😛 Only the ammo.
Image 37, far left corner.
All in all not a bad little Mod. I’m not sure if I’ve finished it though, I followed Father Grigori and then things just went black, he was still talking on and off. If the objective is to join him then I must have finished it, but without any indication of ” game over” I’m not certain I did!
The mod is around an hours worth of play and although headcrabs and various types of zombies are the main enemies they are not overused. The only enemy that seemed out of place was the solitary Antlion Guard, if antlions had been present in other parts of the mod then fine.
So far this year, mods/maps have been lacking in quality (with a few exceptions) but (not without a few faults) this one has piqued my interest. This should have been part of a much larger mod with a storyline, as it seems to be a chapter from a story (as yet untold).
One thing, slightly off topic, am I the only person to wonder how a Spas 12 can fire BOTH barrels with alt-fire?
Yes, kinda. Please see my Map Arrival Update in the main post.
There is another map as part of the download that is playable. Please see the main post for an update, just under the panoramic image section. Enjoy!
Correction needed.This is an EP1 mod.Not sure how that would work as the gameinfo.txt lists this page.Repack?
I’ve updated the name and category. I’ll change the filename tomorrow. No need to repack, WordPress automatically redirects when a post is renamed.
Yes definitely an EP1 mod because EP1 is the only retail game where I have to type in the complete map name manually. I needed to do this for the bonus map.
Ah, yes, the readme.txt confirms.
No matter, it ran perfectly – no bugs at all.
The mod. Loved it. Very well developed indeed, I think, and the combat nicely paced.
The bonus map. Magnificent! Very hard and engaging your tactical mind strongly recommended. There’s loads of action against the combine.
Overall. Great and very enjoyable. If the mod had run into the bonus map, as it could have done, a PF would have been very tempting indeed.
There’s replay value with this and I shall be playing again.
If you think you can do better than this LuE.Kami, I’m really looking forward to your next release.
Nice environment work.Lots of things to explore.Too many locked doors thou.Ending a bit weird unless its leading to another map or a version 2,but still shoulda had some kinda indicator.Fair amount of combat so its not hard but not easy.Very enjoyable
Please, how I install that map? Open the console in that mod or any HL game? Thanks..
Install the folder in your SourceMods folder and then open the console after your have launched the mod. It won’t work unless it’s within that mod.
great maps. enjoyed them very much. for the zombie lovers and great atmosphere!!! Good job.
Highly recommend this one.
I just wish the you used a different model for the AntGuard, it just looks too out of place.
Otherwise, damn good job my friend. Wonderful little horror mod. Gradually gained weapons with just, and I mean JUST enough ammo and health to survive. Still paranoid as heck throughout it, though. ^^;
Excellent mod. very very good use of space that lead to rewarding exploration without the use of conventional rewards like extra ammo or health.
And as Phillip said, it’s very atmospheric. Would recommend to anyone
Okay, haven’t tried it yet, but read the readme.txt and… It says hopefully it’ll be finished by 08. Ehh, way off. Haha
It’s quite enjoyable.
The game makes good use of it’s limited variation in enemies. There is a great atmosphere (especially at the start).
The mod however lacks any sense of direction. Girgori has to few cameos to really convey the sense that you are supposed to meet up with him.
Overall an enjoyable experience, but with little that would warrant you dropping what you are doing to try.
It’s a nice, little campaign. You can make it work with Episode Two by changing SteamAppId 380 to 420 in its gameinfo.txt.
Splendid !! And replayable too!
The “bonus” map is also very good.
Funny way to finish though.
This was quite good. While it was a little odd having to manually enter the next portion, and I have to say I’d prefer an “ending” to merely fading to black again… (unless I missed something…) It was an enjoyable little mod.
There were a couple very difficult moments, but on the whole it was pretty easily navigated. The maps themselves were beautiful, very well done. Though I do have to wonder: is EVERY place a prison? 🙂
More Grigori would have been nice, though given his very limited speeches that may have been a bit hard to pull off.
Good stuff. Keep modding!
here is the recommendation that goes with my quick personnal review that I submitted a little while ago.
I gave it a PIL because as the reviews above indicate most players will probably enjoy it, I didn’t. it was a little too confusing as to where to go, too many locked doors, and things just didn’t go together smoothly for me. It may be just a personal pet peave of mine but I absolutely hate not having and END to a map/mod. a little text of “the end” “to be continued” “thanks for playing” anything at all would go along way. I hate that!!!!!!! I’m also not a big fan of needing to backtrack as with (SPOILER)……having to retrieve the gate wheel. I personally think the bonus map Map-Arrival was far better and much more enjoyable than the actual mod itself, Well Done on that. I liked having to use some tactical thinking to succeed. Overall the author has great talent, no bugs, glitches and the environments where well done, just not my cup of tea I guess.
Maybe I should give this a PIN, but I’m not.
Very well done. I guess the antlion guard didn’t really fit, but I’m less picky about such things. I didn’t get lost or have to backtrack at all, except when I saw the pistol…
The only thing I didn’t like was the end. If I wanted to listen to everything Grigori has to say, I’d open up GCFScape. Instead I listened, and listened, and finally came here to see that it was, indeed, the end.
The bonus map was very nice, as well. A couple of “aaah!” moments that I could replay and deal with differently.
First Thanks for playing !!
Im the author of this little mappack and let me say that im happy to hear people liked it even in that condition, which I have to agree, is far from finished.
But I couldn’t finish it for a few reasons, one was being away for a very long time before I actually could do a proper ending or polish it even more, the second was after I began working on it again much changed in the levels that the best were to renew the whole thing.
So working now on a better “release” I thought, before this goes into trash forever I will let Phillip just release the old one.
Well it was more an experiment and my first try at hammer as well to do “leveldesign” or even building a whole SP experience, so I were more interested in the comments especially what people like and what not which gave me a bit of an idea. Ill say Thanks for that !
That said, hoping to have a new mappack by end of this year, of course with an proper ending and maps that not have to be activated through the
console.
I’ll maybe post a few screens the next weeks here on PP.
The level design and gameplay were pretty unique, but the health packs and ammo were too few and far between. I had to resort to godmode a couple of times just to get past the hoards of zombines.
I was extremely confused by the ending. Grigori said to follow him, so I just thought that my flashlight had died and I was supposed to follow the sound of his voice through the darkness. I spent about 20 minutes wandering around waiting about 30 seconds between short bits dialogue from Grigori and eventually ran into a large group of headcrabs. I thought, “Ok, maybe he will find the light switch once I kill all of them,” so I randomly thrashed the crowbar around for a while until they were all dead. At that point I couldn’t find where to go, so I looked here at the reviews only to find that I had apparently reached the end. It ended up being a very anticlimactic and frustrating ending to an otherwise fun map.
Apart from that, I really liked the dark atmosphere, and the level design was great. I never got stuck trying to figure out where to go next. Keep up the good work, and please give the player some sort of indication next time when the game ends.
If your a fan of great ambient sound then play this mod now. The great sound and atmosphere made this very enjoyable, especially the first map. Gameplay was smooth and weapon/ammo pickups were perfect for this environment (few, far between, and just enough). The final boss battle could be made very hard or very easy depending on your timing thru the gate. My only compaint is the ending. Fade to black is OK, but add some simple credits.
Don’t forget this is an unfinished mod. He would have added stuff like that if he had finished it.
I’m with the PIN crowd on this one, unfinished or not this is a very nicely produced piece of work.
Sure there were times you might not have been sure where to go next, but not so many that it spoiled things, and what’s the game without some exploration after all? The whole experience was one of a very polished quality, and I’m sure that the author has enormous potential.
More please!
For a Zombie mod this one is very playable, normally don’t bother to finish such mods but this was well done and kept me interest throughout. The ending marks it down for me, but other then that it had some good sets if limited combat.
I hope the author’s next release opens-up both the gameplay and the settings, would be nice to get above ground.
I have to say that this was a fun trip the whole way through. The level design made me really feel like I was seriously exploring, and though there were a few places that I had the opportunity to skip past areas, I would have missed out on weapons if I had done so. The non obvious puzzle implementation was also very well realized.
Of course, as the intelligent tactician that I am, I managed to find a huge exploit that I… thoroughly exploited:[spoiler]When I came across the first turret gun that actually worked, I proceeded to carry it with me through the entire game. Not only was it highly effective against headcrabs, zombies, and zombine, it was also an incredibly effective distraction against the Antlion Guardian. The antlion guardian will immediately ignore you until it has knocked over the tuerret, and if you managed to place the turret into a corner, it will take several headslams from the Antlion guardian to knock it over. This allowed me to take it out unhampered with a few crossbow bolts before it was even able to finish knocking the turret down, after which the turret proved incredibly useful in dealing with the headcrab assault finale.
The only difficulty in implementing this strategy was that in the second chapter, the turret had a tendency to disappear any time it fell over so I had to ensure that it stayed standing at all times. Even having it tip because it bumped against something while I was still holding it could make it disappear.[/spoiler]
There also aren’t nearly enough mods that make effective use of Father Grigori. This was one that managed to pull it off.
Terrific. The first maps were right up my street. Zombies, great.
Marvellous maps with the fighting just right.
The bonus map was very good indeed. I like a good fight and you get several of those.
Just a small nitpick, such a pity that the bonus map did not start automatically after running through the dark with Father Grigori.
I already gave my review, but I’ll say it again.
THIS IS HOW YOU DO HORROR.
God that was creepy. ;.;
Yet epic.
Even though I liked it, I can’t see a Play It Now rating as the ending in the primary and seconday maps was bad. To just fade to black is new but rude. I prefer an ending that lets me know I’m done. I don’t find it clever to have a player just walk into nothingness. Also, the indoor area got a bit repititious. It would have been nice to be outside at times.
Don’t forget this is an unfinished piece of work and should be judged as such.
A lovely piece of work ! Plentiful mix of nice open and tight areas, all very well put together and easy on the eyes.( loved the HL1 HEV charger decal ! ). Bonus map was the bomb ! Lauds to you kamie.
Interesting mod during the Ep1 events, with a great map design, and a great final battle, with all these headcrab shells falling everywhere… Too bad there is no “real” ending…
And the bonus map is sympathic, also…
Wow, my kind of level.
Very creepy, freestyle gameplay, balanced difficulty, polished atmosphere. I wish more levels were as good as this!!
Played with the premise that this is an incomplete mod, and that the fade-to-blacks in both the main mod and additional map are tools to mark the end of that section, I’d say that this is a pretty good first effort.
All I want to know is when’s the mod going to be completed and released!
There will be no release. This is it. As I said in my review, the author has decided to move onto a new mod idea. As you noticed, it’s not finished, but there won’t be any updates.
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Anyone care to share how to get out of the tunnels where the mod starts?
Hmm, it’s been so long since I played it I can’t remember. I’ll install it tomorrow and have a look around. Perhaps in the mean time a reader might be more helpful than I have and tell you the exact answer.
@ aq_guy
I can only imagine that you are stuck in one of two places.
See Phillip’s 2nd batch of screenshots (the larger batch).
1. See screenshot #9. You get to this room down a corridor protected by a turret (automated machine gun). “Use” the bright red light (switch) and a forcefield will drop.
or
2. See Screenshot #16 with the red lasers. You can [spoiler]switch off the lasers by shooting the switch with the bright green light[/spoiler] .
If it’s neither of these, find a screenshot at or near where you are and post back here.
[‘Use” the bright red light (switch) and a forcefield will drop.]
Thanks Jasper. From a distance it was not obvious this screen was down.
Thansk Jasper, that was it, didn’t notice the screen was off.
This mod is worth playing for its creepy atmosphere. It’s never outright scary – we’ve seen these zombies so many times – but it does a good job painting gruesome scenes that make you uncomfortable about moving forward. The author uses soundscapes and music very well to create an eerie 3-level set.
There were a few memorable scenes. One that stood out was where you had to swim through a submerged tenement, floating furniture and all. I liked the scenes with the overgrown ivy and the final combat arena was also cool. Using Headcrabs as a swarming enemy in great numbers is a neat idea.
I also liked the unusual weapon loadout here emphasizing the Magnum instead of the normal Pistol. The Magnum definitely has more oomph to it, but naturally ammo is more scarce. This forces you to play resourcefully. In particular, exploiting the grenades the Zombines use to clear out dangerous rooms for you.
As others have pointed out, the mod has two main faults. One, the lack of a real ending (or title graphic and level, for that matter) is disappointing. Two, there are way too many locked doors. The author chose to give almost every door a handle, even if the door is permanently locked, so you wind up trying every door until you find the one that actually opens. Without the telltale visual clue of a missing door handle, this ends up being tedious in some of the larger rooms.
The “bonus map,” apparently disconnected from the mod itself, is a run-and-gun map through a Combine train platform. It was a lot of fun and had great momentum, but like the other map, it just “ends” without any fanfare.
Definitely worth playing. 🙂
Too many large plain areas, and backtracking too. It didnt feel pro built. I got bored pretty fast.
Siren is a really memorable mod, a must play in ep1 mods, very well laided out great maps and action balance all the maps of this mod, thaere are clever and enjoyable parts.
Definitely must play this one, I couldn’t go deeper on this review because I played this quite long a go, but I remember well thanks to the screen shoots, I don’t really know why I didn’t review this at the time, but must be the time when I just play and I didn’t make reviews at all, shame on me!, now I review everything it moves and u can play 🙂
What happened to the mod? Link is dead.
I just tested it and it work okay for me. Please try again.
I figured out the problem it was the browser I was using. Once I switched Browsers it worked fine. Thanks for helping me!
You are most welcome. Let’s hope you enjoy the mod!
my first proper pp mod!
i enjoyed the lean equipment pacing personally. having to lure headcrabs and zombies into fires to progress slightly further..
making use of the crowbar was something that, I must say, under-represented in the valve games.especially once the gravity gun appears.
if it wasn’t for mods like this, the crowbar would just sit there doing nowt!
trying to do headshots with the magnum against a charging screaming zombie is still tough for me!
excellent!
Hi Phillip, I was just doing some SteamPipe testing and it looks like this mod download is broken. There is also some problem with the screenshots on this page.
Okay, thanks, I’ll get to it tomorrow.
This is a good quality mod with a nice and constant creepy atmosphere. While other mods seem to mix up combat with zombies and combine — or have combat with just the combine — Siren is a straight up zombie mod. This is nice because many other mods overdo it with the combine. The level design is also very detailed, and the limited weaponry makes dealing with the zombies an interesting (and sometimes thrilling) challenge.
However, the two things I didn’t like about it are the following. First, the solutions to the puzzles (or escapes from various areas) did not seem natural or intuitive. I felt stuck in a couple of instances not knowing how to proceed and almost lost interest in playing further. I would have hoped that such things would have been caught in play-testing this mod. Second, the “ending” takes away from feeling accomplished after the finale. Fr. Grigori leads you into a dark hall and you can’t see anything (even with a flashlight). No indication is given that this is the end of the game. I stood there trying to walk around for a minute or two being confused and disappointed that nothing indicated the game was actually over. It was a let down.
I rate this mod for “Play it later” because I think there are others worth playing first. Nonetheless, this mod is worth playing, and maybe even replaying at some point.
Using Gauge
Medium
1 Hour
Can anyone tell me how to get this mod running? I’ve tried all ways to get it to run, but to no avail. I’ve tried all the edits for gameinfo.txt, and still cannot get it to run. If i edit it for Ep 2, it starts, but i just am looking down at the floor and cannot move any direction. If I use the edits for Ep 1, it starts with the standard HL2 menu, when I select ‘New Game’, it’s just blank.
Can anyone tell me how to get this mod running? I’ve tried all ways to get it to run, but to no avail. I’ve tried all the edits for gameinfo.txt, and still cannot get it to run. If i edit it for Ep 2, it starts, but i just am looking down at the floor and cannot move any direction. If I use the edits for Ep 1, it starts with the standard HL2 menu, when I select ‘New Game’, it’s just blank.
Mainly get the ‘Can’t find background image materials/console/startup_loading.vtf’
No mattar how much I try, I cannot play a lot of the mods just lately because of this error, no matter how I edit the gameinfo.txt file. And yes, I am using the stuff off the Steam forums for the gameinfo.txt search changes, so I know where to look for the changes, but they still don’t work.
Hello Zeberdee,
If you are interested in playing this mod again head over to moddb and in the search bar type in “Siren” then search! you are looking for “Siren Patch – Source SDK 2013” i will post a link in another comment. if you do not see the comment its because it has to be approved first. but if you do this it should work just fine!
Just drop the files in “siren’s” folder… Make sure you match folder to folder!
Good Luck,
Pikachusky
http://www.moddb.com/games/half-life-2-episode-one/downloads/siren-patch-source-sdk-2013
Thanks for the help, works great now, really enjoy this mod, hope there is more to come to this.
Sorry guys, I didn’t really get the ultra enthusiasm shown here. It’s a good download – there are some decent ideas and it looks really nice most of the time but it just didn’t “do it” for me. There were times I felt a little overly helpless in the health and ammo dept and then had to replay areas where I was suddenly set upon. The path through the game, and puzzles, often didn’t feel natural to me nor very intuitive. Must admit, I had fun with the headcrabs and those normally annoy the hell outta me when they jump out from nowhere. Yeah, I’m kinda 50/50 about Siren but, looking at the reviews above, I guess it’s almost only me that doesn’t “get it”? Ah well, it’s good but not that good.
This release has now been updated to work with the Source SDK Base 2013 Singleplayer engine.
Full details have been added to the post and in the new download.
You can see all the other releases that have been update via the TAG: SDK2013 Updated. Remember, releases get updated regularly, so check back often.
I’d say play it now. I wasn’t disappointed at all with the game play. There was plenty to do and challenges to take on. I will probably go back another day and play it again.
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Scary and fun mod!
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Looks great. Plays really good. Good mix of ammo and bad guys. Would have liked more of each. Ending was confusing. I could have just walked out. I hung out and fought.
I just played it again for the second time and would say that I enjoyed it more this time than last. Definitely play it if you haven’t yet. There is lots of action and adventure.
Manually
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1 Hour
spooky
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Good
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I like the scenery. Nice setting exposition.
I much enjoyed the slow start. Forces you to rethink encounters. I especially liked the first Zombine. It was fun to dance around the table.
Survival horror. Great prop use. Loved the guy hanging on a hook. vv spook.
Always an interesting choice going with the slower, more powerful weapons first. Really creates a tense atmosphere that rewards your marksmanship under duress. I personally love well-done zombie combat because it’s tough but always possible to complete without getting hit. I felt challenged, but never overwhelmed. I can see why some might consider this too hard, though.
Excellent use of music to introduce new horrors and slaughtered remains. Serious “what the fack happened here” vibes. Great zombie acoustics to breed fear.
Superb scripting. Combat encounters felt fresh and meaningful.
Riveting ending! Killed the Antlion Guard with my last bolt just as it was plowing into me. Positively thrilling. Then the siren… such a frantic and badass fade to black, with a splash of confusion. Chaotic.
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