Almost a decade after the Black Mesa incident, which opened the Portal Storms, you find yourself trying to cope with their aftermath.
Creatures seem to appear from nothing and come without warning. It is during this time that you find yourself in your apartment.
A strange, suited man appeared in your dreams and having no idea what’s going on, all you can do is to try and stay alive.
- Title: 1187: Epsiode 1
- File Name: hl2-ep2-sp-1187-episode-one-v3.7z
- Size : 874.51MB
- Author: 1187 Team
- Date Released: 18 October 2010
Download to your HDD [874.5MB]
- Copy the 1187 folder into your SourceMods folder.
- Restart or start Steam.
- 1187: Episode 1 should now be listed in your Library tab.
If you require more help, please visit the Help page.
2010 Mod Of The Year Award Nominations
Gameplay Teaser Video
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots contain spoilers.
Play It Later
Play It Now!
20 recommendations, average score: 3.6 (out of 5), standard deviation: 1.64 (what's that?)
Please note: These statistics are valid from December 2010
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Shortest: 10 Hours by Winterman
Longest: 10 Hours by Winterman
Total Time Played: 10 Hours
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Average: 10 Hours
Shortest: 10 Hours by Winterman
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Total Time Played: 10 Hours
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I read once that what defined traditional Japanese music was the space between the notes. This seemed to perfectly describe the music I was listening to. That was until some smart-ass told me it was true for all music. Yes, it might be true for all music but it’s “more” true for this one.
And so I look at 1187 and whilst all mods are a product of their creators” decisions, this seems to define 1187 “more” than other mods. What I am trying to say is that my feelings about a mod are often based on the skill of the authors – their ability to make good stuff, in this case I don’t think that’s completely true. My opinion is based on those decisions I mentioned earlier. The decision to include those silly looking cars, the decision to include Jon as your good-for-nothing sidekick, the decision to only make a flashlight available with some weapons, the decision to nearly make me fall off my chair every time I strafed, the decision to make three slashes with my knife give me a headache.
I could go on, and I may do later, but you should get the point. Why? What made Joure and his team make those decisions. Perhaps my questions are answered in Podcast 17’s recent interview, I don’t know because I haven’t listened yet (I HATE spoilers, so I avoided it).
I actually was generally impressed by the presentation of the mod. The crash course, the way the menu was used etc but I always had misgivings about the mod’s style. It raises some interesting questions about whether a mod set in a particular universe i.e. Half-life’s, should remain true to the style. I am talking both visually and design.
The apartment building and general look of the mod was very unappealing to me and those cars just drove me crazy. Sure, not every mod has to be set in the same city as the HL games OR other mods but that doesn’t mean ANY other style works either. For what I played, and you can see how far I got from my last screenshot, the whole style was too dark and drained.
I had to check twice to make sure this was made for the Orange Box. It’s possible later levels really make use of the engine but so far, visually, it just didn’t match up to my expectations.
I found the gameplay generally too spread out – running around looking for stuff, with baldy following me, telling me to watch his “personal space”. Just GTFO of my way! The one serious time I really needed his help he just crouched next to the door way and let all those soldiers walk right past him and not even try and trip them up.
Back in December 2006 I ran Poll Question 008: Do you prefer to play alone or with a squad? The polls didn’t get as many votes back then as they do know but it still got a 70% Alone. Unless Jon was super smart or super useful (yes, he opens doors and shit but how is that any different from me pressing a button?) he is a hindrance rather than a help.
I have to say that Jon’s voice acting is excellent – so well done for that.
The levels are wide and open, apart from the sewer levels but they all seem so bland. I also feel that there were too many invisible walls and some details that were overlooked. Image 24 shows the road and some weird ramp.
It took me a while to work out there was a separate “options” menu that removed some features, so I suppose I must take some blame away from the team but the general feel of the mod is too different from HL2: Ep2 that it almost feels like a total conversion.
Overall, I feel that not enough beta testing was done, not just for the technical errors, but also for the visuals and feel of the mod. Yes, there are videos and images, but that’s not always enough. As I said earlier I didn’t like the visual style of the demo and maybe I am in the minority here, so I’ll shut up.
Even though I dislike using a recommendation image before I have finished a mod, I am not even sure if I will try and play more. I feel it’s a chore to continue and a mod shouldn’t be that way. I find it hard to recommend this mod and hope that the authors” listen to all the feedback given by the community (and it seems there is a lot around) and think very carefully about each and every design decision.
Nobody likes to hear less than positive things about their work, especially after hundreds of hours, but the truth must be told. I had more fun with Kalliam in 20 minutes than I have had with this mod.
Change can be good but only change what you really need to.
My 5 Words or Less Review
It comes down to decisions.
Below are my notes from the start of the mod. I planned to continue writing them as I played, but I got sidetracked. I am including them here rather than just deleting them.
I have just finished the Crash Course and wanted to write some initial impressions. Firstly, it was very, very good. I found a couple of invisible walls and one gap but that’s the beta tester in me coming out. The voice acting is superb but slightly too fast. I presume this is done because the authors feel the player is in a hurry and whilst that may be true, the speed should be for instruction not to make the course go faster.
I have the feeling that the order of the course was changed from its original design because Jon talks about testing the weapons before the live fire sections but I already had done that. The voice also stops when you collect weapons which meant I might have missed some important information.
One thing I have storngly dislike from 1187’s announcement are the cars. Not only do they look silly in my opinion but they don’t fit the theme. Little things like that grow out of proportion for me and I fear that’s because the rest of the mod is so good I need to find fault with something.
I really hope that the visual style used in the crash course won’t be used in the real game because I don’t like it. All the new weapons are very boring for me because I’m not interested in that aspect of mods. The lack of a crosshair is a little annoying but I can live with it. What is driving me crazy is the movement of the player. When strafing the screen tilts to one side and I HATE that. It brings up awhole new article and poll question but I will need to see if I can disable that function.
I am sure that in real life when I strafe my head tilts but NOT the view – only the parts of the world I can see. I strongly dislike mods that modify basic elements like this. For me it’s one of the reasons I love HL2. The way a player moves within the world is way more important than the types of enemies, wepaons etc. If I am not happy with this I won’t play the game. Yes, I am serious.
The actual action within the crash course is better than a lot of mods and the addition of Jon looks to be inspired. That should open up some interesting gameplay possibilities.
There seem to be quite a couple of new keys that I wouldn’t normally have to worry about (Iron sights and grenade) but I’ll just have to get on with it.
I love the general presentation of the mod, the new menu items and the game manual is excellent – so well done for that.
At this point I am both excited and slightly worried. Excited because it’s clear the mod will be a lot of fun to play but worried because I’m not sure I will like some of the design choices and also whether the mod has been tested enough.
Lastly, as I was looking for something about the strafe setting in the config file I noticed an EasterEgg entry, so I’ll try and play slowly and surely to see if I can find them, although I doubt it. Wish me luck.
May I ask which version you played ( original Full, patch 2 or 3 ) ?
Well, that’s your opinion and I respect that, but as I kept saying HL Mods is not HL, not in the same universe. HL is only made by Valve, mods isn’t HL at all, just fanficitons. In my opinon it’s okay for new textures and such, it reminds me of the DayHard mod, and also my favorite game of all time: Grand Theft Auto! What I’m saying is: it’s okay for people to make their mods whatever they wish! But no problem if you don’t think the same. 😉
I’m sorry about this
No doubt you have spent ages and ages on this work, but I honestly hated it with a vengeance
The combat in it was downright awful at times, and mediocre at other times. I felt that the vortigaunts against me were just a tad too difficult. I felt that some of the major battles seriously lacked direction so I was wandering around lost until I was finally gunned to death
I also felt that enemies were generally flung unto me without any warning or reason
The other MAJOR failure of this mod was the lack of obvious objectives and general directions. I’ve lost count the number of times I’ve seen my objective (‘oh look, a locked door” *FFUUUUUUU*)…. but have had no idea on how to solve it, even after scrub searching the entire area for 15 minutes. I generally found this mod to be incredibly sloppy in presentation of objectives and highly frustrating
Melee weapons are hopeless, I lost 90% of my health trying to crowbar this one fast headcrab until I checked to find that ‘v” did a quick melee attack
Whilst most of the mapping was generally excellent, and colour correction in the sewers was used perfectly, I felt that sometimes the immersion was ruined, particularly with the first level with the houndeyes standing in the yard stock still doing nothing, and the barnicles right next to your head (not the tongue, the body) when you walk through a door. I also felt that the start had no real motivation behind it, and you were just expected to do what the author wanted you to do. It’s all very well and good having a spectacular battle with atmospheric settings, but if you have no reason to be doing what your doing, then you might as well forget it
John. Oh god I don’t even want to talk about it. I noclipped after he refused to touch the terminal in the trainstation. After I had to look up a walkthrough after I spent ages agonizing over finding (or not finding) that damned code
OK, so enough of the hate, let’s go through what was GOOD about the mod
-Custom stuff, including models, sounds, particle effects you name it
-Some decent scenes, such as the corridor in the first part of the map with the vort at the end
-CUSTOM ENEMIES (Which were underused but otherwise awesome)
– GREAT voice acting
-Mods like ironsighting
– Excellent ending
In general, this mod has scatterings of a true winner. Fantastic addons like the camera, ironsighting and custom stuff out of the wazoo
However, the sheer lack of direction and hazy objectives means that I either had no reason for doing what I was doing, or it was unclear what I was to do which meant that I was wandering around helpless for hours
I’m a great fan of story and atmosphere, but this was severely lacking
I would love to say it’s a great mod, and it could be. If you cut out/ severely polished about 90% of it, it would be great
Can I do a 5 word review? OK then:
Next time beta test it
I’m the opposite to the above posters; I greatly enjoyed this mod. It’s a lengthy and solid experience throughout with excellent combat and interesting story. The voice acting is easily one of the best I’ve come across yet.
Only thing that I found to be a tad disappointing was that it occasionally ran fairly poorly; this was most noticeable during large battles against soldiers and far later into the mod near the end. However, it wasn’t unplayable but it definitely made it more difficult than it should’ve been.
I really enjoyed this mod and I will play it again, because this mod was different.It started with the different menu design and ended with rewriting the whole game mechanics. I saw enough bad City 17 copies in the last year, but this mod is darker and more exicting than all of them.
I can’t use a recommendation image because I didn’t come close to finishing this mod. There were just too many things that annoyed me – the lack of a clear objective being chief among them. It’s a pity, because I watched a gameplay video of this mod and it looks excellent in places. It’s just that I lack the patience to wade through bland mediocrity to reach them.
I really must say quite frankly that this may be one of the best, if not THE BEST, Half-Life 2 mod I’ve ever played. This lies next to Nightmare House 2, Get a Life, Human Error, and maybe Dangerous World as my favorite mods of all time. The mod, overall, was scripted, written, presented, and played exceptionally compared to most other mods. The combat was very intense, made even better due to the meaty sound effects. The difficulty was spot on, being very difficult, yet at a level that I was able to learn how to properly do the combat in 1187 (with melee combat in particular), and adapted to each weapon’s strenghts and weaknesses. I found that I really had to strategise every firefight when it came to ammo and health more than usual, which really mattered at the end in the most desperate hour. The mod was full of so many details it was mind blowing – everything from a piece of paper on a counter top blowing lightly in the breeze, to collectable easter eggs hidden in the environment that can be reached by solving puzzles or searching carefully. The weapon’s animations were unlike any other I’ve seen on the source engine before, and, due to the smoothness and fluidity of the anims, it made the weapons look and feel more badass then they needed to be, even when I wasn’t in combat. The enhanced particle effects, although not revolutionary, were a nice bonus and really made me feel even more destructive when I shot a rocket at a heli or blew up some barrels to kill some Vorts or Houndeyes. I especially liked it when the camera moved to the movements during the reloads, a la Fallout 3. The fact that there was an added manual in-game just made it feel all the more professional- like I was playing an actual game out of the box. The addition of legs really made you feel more like a person in the world and less like Gordon Freeman and his legendary invisible body, as did the camera bobbing, which took me a little to get used to, but soon enough felt completely natural. I could see people disliking details such as this due to it being too different from what they’re used to. Its all really a matter of luck and opinion/preference. I just don’t let little details like the lack of sound effects for some weapons or NPCs bother me or the slow beginning, while some people make their opinion based completely off of such details.
The complete overhaul of all of the game’s textures made the game look stunning in practically every room, and I can only imagine how much work went into customising every single one. The custom models were fine, and I had absolutely no problem with any of them (except maybe the rifle weapon). The custom sound effects for the doors and footsteps also made the mod feel more beautiful and crisp. The “Crash Course” was a welcome addition, but I think that ironsights are a simple enough concept to grasp in itself. The fact that mods like Wilson Chronicles, Mortewood Plaza, and even Podcast 17 appeared as posters in the subway was also really nice and gave me even more goosebumps. I could spend all night going on about the details, so I’ll cease now. The light puzzle solving, although nothing special, did it purpose well enough, to build tension and pace the mod’s flow. The mapping was exceptional for basically every room, one slight exception was the bunker area after the mansion, which, to me, just felt a little bare and useless. Speaking of the mansion, I loved the tribute it played to the first Resident Evil game. My favorite area personally was the view from the protagonist’s balcony and the old town. The soundtrack was absolutely mind blowing. I especially loved the ending credits music. Probally the best track I’ve ever heard in a mod before just due to it’s sheer brilliance. The scripted events in the mod were awesome to behold, and I found myself reloading from a previous save sometimes 5 minutes back just to watch them again. The custom NPCs, as I said before, helped make the mod more intense, and I found the “swarm” zombies to be quite horrifying. The dialogue and characters were the best written I’ve ever seen in a mod, and with equally good voice actig, possibly matched only by the characters in Human Error. The enviroments are varied, ranging from a city, to sewers, to a mansion to a forest. The story was strong, and I especially liked the way it picked up at the end. I also loved the recurring themes of family and hope. I personally don’t understand why so many people are cutting down John. I never experienced any AI problems with John at all (although I had to strategise to help John survive the zombie infested train tunnel).
1187 is one streak of brilliance after the next, with a meaningful story, epic combat, badass animations, solid level design and flow with only a few exceptions (*cough*the barrier in chapter 2*cough*), and mind blowing custom content, and a gripping ending, making 1187 something extremely special.
I’m a little “meh?” with the Personal Favourite, since having played so many maps and mods’, I’ve come to aknowledge more the gameplay and the innovative and well-implemented ideas, more than some over ambitious mod’s, even with so many visible work, on the weapons, on the NPCs, on the environment, etc…
“Maybe?” play it, and nearly “Think Twice”… Too many problems all referenced on the other critics… It’s annoying, so annoying. The infamous car sequence reminds me of the Ultra-Bad Buggy sequence of Coastline to Atmosphere, for example… There are also the problems with John… NICE to implant a side-kick (different from Alyx, that’s pretty rare), BAD to make it a millstone around the neck of the player…!
However, I think this mod” can be considered as an “intro” to someting bigger and more interesting, as “Coastline” was a sort of “first draft” of “Strider Moultain”…
Maybe as a whole saga (with Ep 2 and more), I could give it a better advice, but not for now. The final fight has a great setting and the ending makes me hope of someting better again..
The problem is not a problem of “how many there are new things, different from other mods in this?”, because there are many interesting and “must-see” things…
The problem is “Was I having fun playing it?”. The answer is definitly “sometimes… yeh… many other times… NOPE”…
At least on Coastline, I was having fun with his irritating but funny system of countless waves of Combine and Manhacks… Here, the numerous Corridors, dark; so dark, were more depressive than anything… And there weren’t so many enemies.
Well, then, make your choice. If you have time, give it a try, otherwise wait for the sequel to play it as a “whole game”, with a true beginning and a true end.
Overall not bad. Turning off the head bobbing feature made this playable whereas before it was not. It’s a good looking mod but still a little buggy. For example, the last weapon button setting was never retained when restarting the mod, and the weapon switch mechanism was not consistent. Still it’s worth playing considering there aren’t a lot of new mods these days and there is a lot to chew on here.
Oh I wait this forum for so long!, but well is finally here… so now this are my reasons to put it as a personal favourite.
ALTOUGH this mod has some serious and several annoying dislikes like: that moving screen every time player moves and springs, limmited flashligts bound to just some weapons, so gad’damn darky style, and that balldy pupet following u all the time…. I think I loved this mood just for one reason: the story, as I ‘ve said many times im a HL story addict and I love mods that presents storys set into the HL universe and exploid them and create new and original stuff, also I love that this mod present just some first seconds of the 7HR war at the end of it im also a fan of that part of the HL story so that saves the whole mod for me and im now hoping with anger the second release, well hope that GT team and Joure work on it and hope also that take the feedbacks of the community, about this I wrote to Joure on mod DB and give him a humble feedback of the mod altough he hasn’t respond me yet, but hope thhat at least could make a transsison to a more fresh and improved HL mod that fits into the HL mod style.
Now another thing that I like about this mod was the WEAPONS yeah !! ironicly I am in the opposite side to Phillip on this issue.
, so as u can see I also love new weaponery in mods, because I thiink there we can see the skills and some originalty of the developer, to me just allways play HL mods with the same weapons falls in a “boring tradition”, I love action and some new weapons are the perfect way to get it and use them.
on the other hand I connsider a very annoying thing that lack of coshair in the mod screen for me combats are so deppending on the ironsight some times that is kind of difficult to engage fluid combats with that aspect of the mod, that was one of my recomendations I said to joure, and I hope that at least in the next mod if it will exist one, that they put the clasic HL croshair as an option to play with, CSS Hardwire mod, is an excellent example of the possibility to use the ironsight and enable or disable the clasic croshair…..
So if u are a real HL universe fan I could strongly recomend to play this game, oh also and finally, drive the mustang just rocks!!!, was a diferent ride, than the classic buggyy or mussle car HL gave us I like to see the hands of the driver makes it more real, I think 1187 is so controversial cause joins the real aspects of this world like some cars, citys and enviroments with the HL universe so I like that, neverthe less I think the mustang part was too short i’d like to use that car in the future on a longer way and with improoved drive mechanic. I agree with phillip that those car stationary models were just silly and stupid too, they could also improve that to make them look at least more real and fited into the game atmosphere…, so that’s all my word review is: “If u Love HL universe story mods go on and play this u wont regret”
Overall I would recommend this mod for playing some other time.
The voice acting was probably the most memorable part of this mod. On the other hand, searching for the combination in the train station turned a great map into an annoying scavenger hunt.
I’m not particularly fond of iron sights but I got used to them quickly. Then I lost them on the 3rd map and never got them back leaving me with the shotgun (which took forever to reload) and grenades as the only usable weapons.
My dense sidekick, John, was a welcome but somewhat needy companion.
I felt that this mod followed a couple of the tips in the “how to make a boring mod” guide
The lighting was too dark/bland in many places, the puzzles were unintuitive, frustrating, and I never felt that the solutions were very clever. and I encountered a couple of show stopping bugs that made me have to replay large sections (several of which involved going to the next level, and not having john follow me, even after I go back to the previous level and try to wrangle him forward)
enemies also appeared to have wayyyyyyyyyyyyyyyy too much health, but at the same time not really pose any kind of challenge. I almost put the game down forever when I had to kill all the zombies in the underground tunnel. It was a total snoozefest with zombies aimlessly hobbling around while I unloaded clips upon clips into their faces.
But the mod is of decent length, and for the most part, I felt like I know what I was supposed to be doing (even if I didn’t know how to do it) which is a step above most single player mods. So despite being frustrating and buggy, I think that there is still something to be enjoyed here by some people.
To me, this is a conversion.
Those who look for HL2 purity need not bother.
I don’t so I played with patch 2 when it came out. Patch 3 sorted out some stuff.
John was a waste of space and a huge irritation.
I hate iron sights and weapons control was far too complex for this grunt.
Iron sights!?!? There’s no place for iron sights in a modern day Sci-Fi mod. That’s terrible.
I finished this with a sigh of relief. With a few exceptions, I did not enjoy this mod.
This comes over as a masterpiece but the author(s) just could not leave it be.
More and more was added and the masterpiece became a mess.
More is less, proven.
I’m stuck in the subway. I’m supposed to get into a locked door with a keypad on the outside. I’ve been everywhere but can not advance this game. Anyone?
Search for a piece of paper on the floor nearby in the subway. If you need help pressing the buttons accurately, use the iron sights.
This mod is definitely my second favorite Source mod, right up there with Research and Development. The things that seem to be bugging people about this mod really didn’t bother me at all.
Just on the strength of the crash course training level I can say this mod is great, it is what HL2 should have been.
The soldiers are very interesting, they seem to use Combine phrases but with normal human soldier voices which is interesting. Although there were some non Combine phrases as well which is interesting, they have probably been custom made, but then why use Combine phrases in some of the radio chatter?
This mod reminds me of HL2, partly because of the soldiers and partly because of the highly detailed and satisfying weapons, which, quite frankly, blow original HL2 weapons out of the water! The weapons are really good on this mod, all nice and realistic just like the HL1 weapons.
A lot of work has gone into making the car models as well, they are all from real life including a Civic type R (sedan version) and Volvo C30, all cars commonly seen on todays roads. It would be cool if you could drive them but I guess that is too much to ask.
The bobbing up and down really makes it feel more immersive and realistic, there is also a melee attack which is available with every weapon. You can deactivate the laser sight on the rocket launcher which is a welcome feature restored from HL1. Definatately one of the best mods out there!
I can’t rate it?
Are you registered and logged in?
OH, BTW, don’t rate it until you have finished playing. NO MATTER how much you like the training course. That’s nothing to do with this mod, but website policy.
Where did my comment go? Are we a **** now?
It broke the commenting rules. Same as the one I am replying to now.
Mostly not enjoyable to play, although it had good length so it was “something to do”. To me, it just isn’t in the same league as those I’ve rated PF or Play it Now. I also found the ending? when in the garage and courtyard excessively annoying and as a puzzle it just turned me off the game.
Just finished. Amazing game. I haven’t felt so interested in what happens left since I completed the original Half-Life games. I really liked having a partner in this game. What’s more, I really liked having two partners. It makes the game feel a lot less lonely and more interactive. The voice acting of you’re friends was natural and didn’t seem out of place like it does in so many mods. You’re friends even interact with each other nice and realistically. After countless mods were the player is alone or just with random rebels it was really nice to have not one but two NPC characters on screen at the same time.
The ironsights on the weapons were a bit of a problem though, as you couldn’t see around them so it was difficult to see what you were hitting a lot of the time and nigh on impossible to hit a moving target. Also a few times the scripted scenes didn’t work, like in the modern country house when you meet Chris the first few times Chris didn’t show up, which affected the next scene whereby John just starred at the restaurant sign and stood there forever more. These are just minor bugs however.
The feeling of companionship with you’re friends was really great in this, not only that but what I must emphasise is the communication between the different characters. For instance in the telescope room where John speaks to Mike (the guy in the mansion) and then Chris introduces himself over the MSN or whatever it was and has a conversation with Mike in regards to what is going to happen. So basically NPCs were having a three way conversation between each other which is quite frankly amazing.
Another thing I would like to say is, the modders really made the outside environments feel beautifully realistic. I can just imagine it being a hot summers night in those outdoor bits, the trees and landscape is all simply amazing. This mod brings back an attention to detail which has not been seen since the first HL games.
What was the deal with the soldiers? In the first few levels they were regular army, but then they were black ops thereafter. Was it army first and then Omega corp was tasked to take over or what?
Here a good mod with many new features. Excellent mapping and scenario which place you in a strange conflict just before the Seven Hours War.
Gameplay is very different compare with HL2, more realistic, maybe too much. I noticed that aiming a headcrab with the knife and no crosshair is very hard. Certain scene are a bit tricky like fighting between soldiers and vorts who prefers hit you first.
Finally if the the graphism are beautiful I suggest you to have a strong video card especially at the end scene when the invasion start.
Mod missing some important keyboard keys. No Turn Left or Right setting. Also does not have Look-up and Look-down keys. I use the keyboard to move around and use mouse for aiming only. Can’t play. I want to say “Avoid It” rating but didn’t finish it. Real disappointed.
I wish the aiming with the weapons was better and better damage on zombies etc.
while I commend the team for making this mod the way they wanted to play it and the time it had to take to put it together, Personally I just didn’t really enjoy it that much.
Some really nice scenery and new “places” were interesting and fresh but the gameplay as a whole and the flow of the game bored me. While I liked the sounds of the weapons the entire iron-sights as well as the flashlight being available only on select weapons was really frustrating, especially in the heat of battle. I can’t remember how many times while exploring a darker area of a map I needed to switch weapons just to get the flashlight only to be tossed into a blind firefight and being “stuck” using that weapon,
On many occasions I ran out of ammo because although I might not have wanted to be carrying a particular weapon at a given time I was forced to do so just for the flashlight, A very bad choice in design and gameplay IMO.
As others have stated Jon was a pain to have throughout the mod and didn’t add anything for me, the long drawn out banter at different points was just that………long and drawn out and almost made me give up on playing this completely. Personally I might have preferred jon to have gotten trapped in different areas and then meet up with me from time to time as has been done in other mods but thats not the case here.
A short time ago Phillip had a poll about how many times you play a map/mod prior to commenting and posting a review, I do it after a single play “EXCEPT” for this one. I thought maybe it deserved a 2nd play because maybe I just wasn’t used to the new weapon (ironsight, flashlight etc) but to be honest I didn’t enjoy it any more on a 2nd go round.
I find it incredibly difficult to believe that people *finished* this mod.
I didn’t. Yes, I’m giving it a failure rating after doing less than one full chapter of the story. Why? Let’s delve into “why I want to play a mod’, shall we?
I want to be entertained and have fun.
I had no fun. None. Every minute of the game’s tutorial was a chore. Figuring out which keys did what, and realizing that not only were some not default bound at all, but then not having any idea how to bind them (such as “how do you heal Jon when he’s obviously been hurt? Oh do you have to wait until he’s DEAD? might have been nice to know ahead of time?’) or having to compromise existing keyboard configurations for the sake of a poorly designed ironsights system..
Then entering the game itself? It took me two days to figure out what to look for to even get out of the building once. Seriously? Not fun. Not in the least.
I was mildly amused by the fact that the City of Heroes music played for the tv broadcast. Amused, and a little put off. It’s music that is dear to my heart – but only in the context of the game I know it’s being used in. Unless Amsterdam somehow is using the same tune… which wouldn’t surprise me.
Ran out of bullets, couldn’t hit headcrabs with a knife even while crouching, couldn’t use the flashlight… I’m sorry but this is not just a failure to make me enjoy a game, it’s a failure to produce a game that’s even playable.
There is a “warning” – it’s “harder” than hl2. Well, yes. Why is it so hard that it’s all but impossible to even survive 5 minutes? That’s not fun kids. Not at all. So if there was a story to be had here, it was buried DEEPLY under the frustration and anger I felt playing AGAINST THE GAME. A good game lets me fight the enemies in the game. A bad game like this, makes me fight the programmers to let me even do simple things.
A for effort. F for presentation. I removed it from my hard drive and will not return to this pile of crap. Try harder to make something worth playing.
I have removed the recommendation image for this review because you must play over half before I allow ratings to be added.
That’s fine, I kind of figured. I won’t be bothering though. I think I made that clear.
I’ve played this again but version 3 which Phillip posted here after I played an earlier version (that’ll teach me 😀 ).
I wish I had not.
I like to be positive but I’m with the naysayers for this one. See the review by tommiezat; saves me typing out pretty much the same.
Plus. the mod is full of silly stuff; for example (and there’s lots more):
At the Observatory, you are told to find a key card. There is no key card just a normal yale lock key. You then take this yale key to a door pad!
You also use a yale key to get in to and drive a rather sporty Mustang car, dear me.
As for the interminable key hunting, especially in the Mansion, I near threw in the towel out of boredom.
There are a many errors but no game stoppers. Phillip says there wasn’t enough testing. I say it was hugely under tested or the team ignored some of the feed back.
Fighting Vortigaunts is hard enough but I had 2 spawn in the earth with just the top of their heads sticking out but still able to zap me.
The end is terrible. All that work to get to an objective but you have achieved [spoiler]nothing. To add insult to injury, you’re even rescued by Gman [/spoiler]
The mod team displays formidable artistic talents, mapping creativity and technical expertise.
What a pity to have wasted all that on a mod that is dark, dire, baleful, rather silly in places and just work to play with little or no enjoyment.
I’ve downgraded my RI from my earlier Maybe.
For the amount of hype and praise this mod had surrounding its release, I felt disappointed at the result. I can see that a lot of effort has been put into this mod with all the custom content, which is commendable, but I feel that much of the effort was misplaced.
Despite what many think of the sidekick, I truly enjoyed being accompanied around by Jon. I thought it was quite good to hear him throwing out quirky comments about various situations and it felt good to have someone watch your back for a change. I did have a few problems with Jon not following me but I was able to reload and it fixed the problems.
I also thought that the voice acting throughout the mod was superb. I wish that all mods could have such high quality voice acting.
What I felt this mod was lacking in was game-play and level design. I felt that the difficulty curve for this mod was all over the place. The beginning was very difficult and quite frustrating trying to melee all the creatures, especially the headcrabs, because I couldn’t seem to hit anything. I’m not sure if it’s because I didn’t have a cross-hair but it was almost bad enough that I considered quitting and ignoring the mod. Once I had an arsenal of weaponry and I had worked out which weapons were more effective against which enemy, I was able to cope. However, there were areas where I would suddenly be swarmed by enemies and there was no way to survive.
The level design, I felt, didn’t have enough attention to detail. For most of the mod I was irked by the textures that were used for the walls and buildings because they seemed too clean and uniform despite the storyline indicating the decay of humanity. The other thing that annoyed me was the lack of direction. There were parts where I was completely lost and unsure what I was meant to do and where to go. If Jon were to hint at what I should be doing occasionally, it may have helped alleviate my frustration.
There was obviously much attention to detail with all the new gimmicks like the bobbing, leaning movements and iron-sights but I fear that it was to the loss of the key components such as the game-play and level design. I know many of the gimmicks were lost on me, having turned most of them off because they were too distracting.
Overall, I believe “1187” was an mediocre mod. Some parts were fun, others extremely frustrating. I hope the team behind “1187” focus more attention on the key components to making the mod fun to play all the way through in their next instalment.
my computer crashed and I lost all my files, and im trying to re download this cuz I was my favourite mod, and when I go to filefront to download it, it says the page is not found, what am I doing wrong? 🙁
i have a problem in “1187 episdoe 1” mode
When we start the mode after loading there are no menu appear only background appear. The “New Game, Load Game, Save Game” buttons not appear. What’s the problem pls tell me?
Just for reference, i’ve applied the patch on Moddb and still get this same result.
Sorry, I didn’t comment before because OG Loc lost his password. Anyways, I love this mod! Showing what happened after HL1 and before the Combine attacked. I love the enviroment, I’m just surprised that enviroment wasn’t in HL2, except in some mods like The Citizen and DayHard. I wonder why apartments is so messed up! To lazy to clean or repair? Anyways that’s not the point. The new Zombie models were awesome. The Houndeye goes well, but I didn’t see to much, and no Bullsquid along side. What was that Zombie with the big claws? Great mod, and I hope the sequel is just as good, if not better!
I’ve got the same problem as Anuj a few comments above me concerning menu visibility. I posted this over at Mod DB, so I’ll copy and paste here. Any help would be much appreciated.
“I’m having a problem with the main menu when first booting up the game. The background displays just fine, even with that moving zombie thing, as well as the music, but I see no menu options.
I’ve tried pressing every button on my keyboard in tandem with “enter”, as well as clicking where the menu items should be (I see that it’s a custom menu) in the hopes that I simply can’t see the menu, yet it’s still there, but nothing.
Is there any fix for this? Is it a known bug? Is there any menu file or anything I can edit/delete to revert back to the default Half-Life menu that displays the title, and the options to the left?
And I am using HL2 – EP2, in case anybody’s wondering. Tried the installer and the archive from multiple sites, but no dice.”
Ohoho, I’m a tricky bastard; I went rooting around in the files, and deleted three files with the word “menu” in them, started the game, and everything is peachy. The menu, as I suspected, reverted back to what appears to be a default, but it works.
Seriously, I had my hopes high for this mod from watching a lot of videos, screenshots and reading many reviews.
Before I start, let me say quickly that I played already houndreds of half life 2 mods, and I am a hobby level designer myself, so if you can’t agree with my opinion, then it is not because I don’t know any better but probably just because you like such mods which doesn’t count for me.
I heard that the mod is hard, but even a hard game needs to balanced in terms of combat, health placement, weapons and so on.
At first, the enemy placement is probably one of the worst I have seen so far. It feels that enemies were just placed randomly after the levels were created, without giving a single thought about combat. You meet a big room with a good half a dozen of enemies in it, you have absolutely no place to hide or guard yourself, only a big wide corridor that leads into a big empty room. Combine that to the amount of dmg even a single enemy can do, it is simply put bad game design.
Oh, and not to forget that to make it even more random, enemies are placed behind you, unlocked doors misteriously open to unleash soldiers, and the most annoying thing, enemies teleport in front and behind you in the worst situations possible, like when you are in a fight with soldiers at the moment.
And holy crap, I already thought that this was the worst part until I came to the tunnel with the railway tracks. The level designers just made a big (but good looking, giving them that) area and put A HUNDREDS OF ZOMBIES in it. Really? Is that your opinion of exciting combat? That was when I ultimately said to myself, okay, I am going to uninstall this prime example of horrible design, review it and untrack it then.
And that guy who walks with you, he either dies in a second by getting stuck somewhere or annoys the shit out of you with bugging out.
This mod is a railshooter with neat looking maps and models randomly thrown into it, but with nearly no effort put into gameplay.
Is strange how 1187 was overall not evry well recived by most of the reviewers here in PP, I think that’s pretty unfair, I mean this mod does what only few modding teams, dare: to be creative and explore other original exciting and full of action epic story plots within the HL timeline universe!!!! is dark?? I hear that as some poor point, so what guys???, accept it some mods are good and not becasue some colours are down the mod is a down!!!! that just a pretty child excuse to tear down the mod.
I know u can love or hate 1187, but I think is really unfair not to conssider as a very strong point of the creative process, the fact that this mod is different and original and lovley fitted into the HL universe, I think thats a good reason to up the mod to a fair acceptable place instead of tear it down just because som poor relevant details, please lets give 1187 an acceptable position at least in the originality shelf, that makes it unique, and the hard work of the developers deserve a little more of conssideration, also the voice acting was terrific that’s something only REALLY picky reviewers can deny!! and it’s far more better than, some crappy voice acting on other projects!!!.
Thought it was pretty fun, after getting past the annoying area outside the apartment where I keep getting confused. The new weapons are definitely good to use, although with both iron sites and alternate fire (as well as a tertiary fire button) it becomes nearly impossible to use all weapons to their full potential. Phillip is right in that the baldy guy wasn’t too much help mainly because his AI is kinda dumb, and he uses a shotgun (causing him to stand there and reload most of the time without seeking cover or anything). I got thru the mod alright mostly, but at one part I got the car stuck and had to restart. Definitely the mod needed a bit more beta testing to fix these problems. I always love total conversions and this one is pretty good in my opinion.
where did you download from? the link is supposed to contain all the patches but it’s broken 😀
also pls add a recommendation image, your review doesn’t quite specify your rating
Sorry about that, I’ll get a working link up in a few days.
Still broken? 😉
i want to download it but when i click on download it opens a new window that says:
This site contains the maps and mods listed on RunThinkShootLive.Com.
It cannot be accessed directly.
For more information about the site, see the About page.
Sorry. I’ll fix it tomorrow.
I’m only giving this rating, not because of the mod is bad, but because of how broken it has become from Source Engine updates. I watched the footage of the mod from around 2012 and I feel sad that I don’t get to appreciate it the way it is intended to.
The story was OK and it is quite rare to find a mod that takes place during the gap between Half-Life 1 and 2. But still, some parts of the plot is questionable. Why is the military hunting us down? Why did the government hire these soldiers who turn out to be mercenaries? Why are the Vortigaunts attacking us? You also tag along with John, a sidekick who literally talks about everything he comes across every twenty seconds. I see why people find him annoying, but I personally don’t.
The gameplay, however, is a different story. I can’t tolerate it like the story and it was a mixed bag. As I said before, the updates to the engine have severely ruined the mod. The original version is the most stable one, and even then, it is filled with missing models and textures that require extensive repair. Even after the repair sometimes the mod can crash with extremely frustrating frequency, most of the times come from loading new maps. Do NOT download the patch as it is custom-made and would ruin the mod even more. The soldiers will have pinpoint accuracy and rendering most parts of the game incredibly frustrating to go through. As an icing on the cake, they do more damage.
Some level designs are a bit weird, like when you first encounter Houndeyes and Vortigaunts, you are thrown into a very confined space. Bad way to teach players to dodge their attacks. Oh yeah, and the infamous subway entrance too. The final battle may also count because of how dragged on it is. Some objectives are given by the NPCs, the mod doesn’t have subtitles so you better pay attention.
The mod gears towards realism, and that’s a problem. Iron sights are introduced and, just like your contemporary shooters, you have to use it to hit enemies accurately. (The RPG, or the LAW, in this case, requires ADS to activate the laser guide. Quite a neat way to balance it for me.) That didn’t bug me, what bugged me is that only certain weapons have flashlights. This didn’t become a problem until midway through the game, where you will fight the soldiers at night. Coupled with 1187’s weirdly dark lighting tone, it’s frustrating. Also, the patch introduces idle animations, which make the flashlights pointing the other way when standing next to friendly NPCs, and because you’re stuck with John for most of the time, it is quite annoying. Oh, and you can throw grenades now, but only without the patch that you can see the grenade counter.
The weapons selection is varied and they come with custom, neat models, I like that. The sound design is good too. Although, I think the M4 and the scoped M16 are very overpowered. They can outdamage both the Kar98k and the MP5. Some weapons also fall behind when you get more weapons, such as the crowbar and the pistol that become borderline useless later in the game. Oh, and by the way, you also have first aid kits to heal John if he goes down. Great, the game is also a big escort mission.
There are new enemies too, such as Houndeyes, Armored Zombies, Baby Headcrabs, and Carrier Zombies. The patch broke the Carrier Zombies though. I think these four are good additions to gameplay, but the new enemies that come towards the end of the game are very unfun to fight against because of how much of a bullet sponge they are.
So yeah, that is all. I don’t have anything to conclude, for some reason.
I have a problem with this mod.
In image 26, if i drop down through the floor, or go into the corridore outside that burning room below the hole in the floor, the mod crashes out and i have to restart the mod again.
Anyone have any idea why this is?
Doesn’t matter how many downloads Iv’e tried, it’s always the same.
Also, the mansion map, I just cannot work out the solution to it, and end up just clipping through it. Anyone have a walkthrough or video showing the solution to this part?