This is the continuation of DAV Train.
After reaching the Osprey you think that you are safe and going home but you don’t realize that you are being follow by an Apache helicopter.
Eventually he damages your Osprey and you crash, finding yourself on the run again…
- Title: DAV Sub
- File Name: hl1-sp-dav-sub.7z
- Original File Name: davsub.zip
- Size : 7.11MB
- Author: DAV
- Date Released: 10 September 2000
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- DAV Sub should now be listed in your Library tab.
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14 recommendations, average score: 4.64 (out of 5), standard deviation: 0.37 (what's that?)
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I have a copy of this one in my archives, I never could get it to actually start.
Could anyone confirm if it is working for them?
The MD5 of my copy is f26e55507db9f3866b90b602d554c178
i also couldnt get it to load. but just on a wim I loaded the patch. I am running none-steam halflife and with the patch it loaded. no figure.
Strange about the PAtch and Non-Steam thing.
yea, it would activate. it would seem to be working then when you choose new game, the loading half-life1 screen would just stay up and on. but, with the patch it works. I gave it a few min and looks good.
thanks phillip i’ll bash a few baddies for ya.
wow-za. what a great action packed mod. I thought it was over when I saw it,hence the name “sub”, right nope. 5 stars.
I am completely stuck, I reached the area which is contained behind the “security door J-254KS” (of course I used the keycard to get in) and now I’m there, there are offices, toilettes, labs and some underwater-lab with 2 Ichtyosaurs, which I also killed. I tried to blow up the tanks with “DANGER” on it using a grenade, but they don’t seem to be explosive.
Can anyone help me?
It is okay I Finally found it out…
it works like this: In that underwater area where there are the two ichtyosaurs, theres is also a security card for the door one level above in that staircase where you had that annoying fight against the Vortigaunts… “B-something”. You can find that damn security card in the room to the left from the corridor, but the first one. you also find some grenades there and servers which are sparkling with electricity…. The keycard is located at the right hand of the room, near the grenades…
sorry but I think I cannot edit since I have no account yet…
These tiny little security cards are hard enough to find normally, but there it is UNDERWATER!! How are you supposed to find that????
Sorry, I’m a little drunk…
Another great mod from DAV, all the usual twists and turns. He really likes his “find the keycard” puzzles, which can be a little frustrating, mainly because I forgot where the door was.
A mix of tight corridoors and huge open spaces with a few vent shafts (aaagh!).
The gameplay is varied and always keeps you interested.
DAV is my favourite mod developer right after Neil Manke. I spent my childhood playing their work.
Well, as with all of DAV’s level the gameplay is great, although a little hard at times.
As the intro says, this mod continues from DAV Train and you really feel as though you are on a journey.
You are taken through a variety of situations and settings, each with their own style and challenge.
There’s so much new content here, well big models anyway and the submarine is the centre piece. It’s so well done that you don’t really want to leave with the security key.
The final battle is pretty hard, so be prepared for some reloads!
All in all a great release but I still feel his designs are functional rather than amazing.
Longer, harder, nicer than DAVTrain.
Really good mod. The flying “machine” was a great cutscene.
The final battle was hard, but it was a satisfaction
to enter in the plane and watch the final cutscene.
G-Man damaged Gordon’s helicopter, and Gordon has to escape on foot. It is shown with a nice cutscene.
We run and go down into the canalisation which will bring us to some industrial complex. Unfortunately, it turns out to be infested with monsters and G-Man’s soldiers. The monster placement is unusual, it makes the barnacles very dangerous.
There is some non-linearity. We can take either one of two paths. In the area with many turrets, I found an error: near the weapons storage there is a fuel storage. I tried to blow it up with a grenade and the game crashed. It may crash even when the fuel is not blown up. Thankfully, this crash doesn’t prevent from completing the mod.
Later we go through different places with monsters and enemies, pick up access cards. In comparison with two previous DAV maps, the design is more interesting, more beautiful and more various. The layout is good. It’s cool to return to that blue hub after some advancement.
The monsters teleport quietly and appear suddenly, soldiers make barricades from the sand bags in preparation for our return.
There will be moment where we have to backtrack, but it’s done well: arrived enemies hint us.
The new aircraft and submarine are impressive. City17.ru review says that the submarine is a reproduction of a real one.
When I met the tank, I climbed on it, and the game freezed.
The train is done poorly: I had to cheat, because I was constantly telefragged by the arriving aliens.
There are places where we can climb too high and see through the sky.
Now it’s time for the conclusion. Despite the flaws and errors, considering beautiful and various design, interesting scenes, I came to the conclusion that from three DAV mods that we completed, this is the best one.
Bigger and generally better than DAV’s HL Pack 1 or DAV Train, DAV Sub has some good combat and nifty set pieces, but kind of lacks style. Too much of it was find-the-keycard and wandering through corridors, but it’s still worth playing.
This one follows right from DAV Train – your supposed escape is thwarted and you’re back to fighting your way out to another escape aircraft. Although there are a couple of neat events that you witness as you make your way through the maps, there’s no real plot advancement or any story whatsoever, really, which is kind of disappointing. A better title would have helped, too.
While the combat is solid (and tough in parts) and the setpieces are nice (like the sub bay and the hovercraft hangar), the fun and interesting areas seem to be connected by long boring hallways. There’s some nonlinearity as well, in that there are a couple loopback areas (some needlessly) and areas to explore. Somehow I missed the crowbar (sigh) which really ticked me off since there are a lot of crates containing ammo and health that I had to shoot open. And some that explode in your face without warning (sigh). With skillful jumping I broke a scripted scene that somehow made a soldier invincible to bullets until I gibbed him with a grenade. But other than that the maps were mostly error-free for me.
DAV Sub was fun enough, but it lacked some flash that would have made it great. I personally would also have cut down the mod by a good 20 to 40 percent to tighten it up and get rid of the mundane areas.
This mod follows after the other two in the pack (DAV pack1 and train)
There isn’t really a connection to a story, but this one has continuity, as you start in the helicopter where DAV train ended.
The maps are well made and they contain many details (there’s even a half of a sandwich somewhere) but they’re sometimes in weird places, but still fit in (a can in the vents). The gameplay is great and keeps your eyes open. There’s a typical keycard puzzle you’ll have to do in order to continue. Some corridors get narrow and too many doors and useless rooms make it a bit confusing, especially in the submarine.
If you keep your rockets you can switch to your RPG and use the laser point to guide enemy rockets back at them (this happens to the turrets in DAV train too), and after that you can keep the strongest weapons for the last challenging battle.
Overall it’s been longer than the other DAV packs, and is worth the hour or two you’ll spend fighting through it.
This was an excellent sequel to Train.
The whole thing was exciting, often low-hp and no-ammo even on Easy. There were a couple parts where I couldn’t have passed without godmode, those darn assassins in the lobby for one.
My only (and repeated from Train) complaint would be the lack of direction for the player to understand where to go. While it IS a lot of fun to wander through the maps, that did mean that I had no idea what I was looking for when I got to the submarine.
… And, submarine.
Under Black Mesa?! 🙂
Still, the sub was extremely clever and fun to explore. Good hard fights in places, though again I think I got slammed a lot harder than “Easy” should allow for. I also had the issue with the Vorts appearing on top of me in the train, but that was solved by not staying in one spot and simply remembering which order they arrived in. The windows in the ceilings of the train cars was a very cool addition to that set.
I crowbar’d the tank to death. That was awesome. Yes, it left me with like 18 hp. I didn’t care. It was fun!
Definitely a must-play.
Another great DAV mod,,
though for some reasons this one is saving my game when I die,,,
makes life interesting—
Unfortunately I had to wear my rose tinted glasses for this one. It was almost how I remembered it but not quite as good as I remembered it!
Maybe it was my expectations of DAV Sub based on the fact I know I enjoyed it years ago, or my fond memory of it, but it was not as enjoyable this time round! As with the other DAV’s it looked and felt HL/BM but some of the winding corridors seemed over done, especially the flooded one.
The combat varied quite a lot from easy to hard but never impossible, but for me the above mentioned corridors often broke the flow and immersion on occasions. For the most part it was indeed fun however it could have done with less trying to make it longer and more focus on gameplay.
I’m sure when I first played this I would have given it a PF, however time has taken its toll.
I guess ALL DAV’s releases are play it now, and this for sure is not the exception, not only is better than the 2 previous releases DAVPACK1, and DAV TRAIN, but here the whole mapping and combat feling is enhanced, I mean the battles are perfect to add challenge and 100% full action to the gameplay, and the main feature of this mod, the Submarine, is so cool and excellent built as a mini map inside another biger map like a Russian Matriuska doll, I could say, altough as Phillip say the sub part ys delightfull and u have the feling of not want to go from there, i’d love to see an altern verssion whre the goal is to get to the sub and escape with it from there, or maybe destroy it and run in the middle a regressive count before destruction to a safe escape zone like the plane, with barney awaiting for u there. But we don’t have an altern verssion I know, is only my gamer’s desire I could say.
Those are the pros, and in the cons, i’d say for Dav designs, maybe is acceptable that style of layout where u start at point A, then look for sec.card in Point B, maybe a little Point C for a 2nd card, and return to A, I have to say it again, maybe in DAV maps is not an abused detail, but for me as a gamer is still akcward and unconfortable, ill just say and stand in my position of: please DON’t SEND ME BACK!!, just keep on moving, there was some points in this mod where I felt like litle bit boring of walk long hallways and look for rooms and doors some of them closed, everywhere!, the cut scenes are like indirect so are perfect for create cool gameplay-enivironment,atmosphere, that particulary place where g.man gets into his strange space-ship-plane, was so cool and the ship perfectly done, the spaces in the hangars are just great and gives u that hugeness Black Mesa feeling. Back to a last con point is, that those explosive crates not marked with a flammable sign or anything just are silly to me, please don’t add those non marked explosive crates, it could be an annoying detail specially when u are looking for suplies.
Regarding to bugs I just suffered 1 strange, when I took the route of the gren waste canal to get to the mined zone sourrounded with machineguns towers, as I said when I took that path when I get to the outside open mined areathe game crahsed and sent me to desktop, then I restart the level and took the classic stairs-hallway, way and I overcome that bug, and it was perfect without bugs from there on.
Oh and just in color issues, sometimes maps with brown-grey textures were kind of darky but in more enlighted areas like the part outside the sub lighting was perfect, and it feels like the origiinal HL, inside the sub, some red areas felt just too dark-red for me, but as I said 98% of the mod has the prefect lights.
In conclussion this is the best Dav’s mod, prior too the classic POV and Azure Sheep, so dont waste more time in maps that u can play them later, and please play this one right now!
Sequel to “DAVtrain”. After successfully escaping with the Osprey an Apache suddenly appears, shooting you back down to Mother Earth where…well, yes, the heat is on again.
As usually for DAV mods, this one doesn’t have a real story and it’s almost pure action with no puzzles (finding keycards is no puzzle in my eyes).
The mapping itself is well done (20 maps) and you can see how DAV’s mapping skills progressed after “DAVpack” and “DAVtrain” – good job!
Unfortunately the atmosphere wasn’t that good as in “DAVtrain” imo, altho there are quite many music tracks supporting some fighting scenes or when something special happens.
I know I wrote the mapping got better, but it’s sometimes just boring and undetailed, still.
Some scripted events are sophisticated and there are a few cool spots where you think: “What the hell?” – great!
Nonetheless I have to admit that after playing “DAVpack” and “DAVtrain”, “DAVsub” is longer due to the more amount of maps but to me “DAVtrain” is the best mod of those 3. Anyhow, “DAVsub” is ranked #2 as “DAVpack” is too short and too basic.
As always, if you like action you should play this – in case you don’t want a story and puzzles…
-Very good mapping, often nice architecture, also new prefabs and stuff
-Good balancing – maybe yet again too much ammo 😛
-Some cool, scripted sequences
-A few, easy “puzzles”
-Almost no bugs
-Almost no puzzles
-Some boring, basic and undetailed areas – bad for atmosphere
-Almost only indoor areas
-Minor bugs like a game crash (as mentioned in readme)
-Where the heck is the Magnum? lol
As I stated in my last review of a map by DAV, if he were to develop a larger and more involved single player episode, the result would likely be impressive. DAV Sub is solid proof of that expectation. The author, Davide Cintrão (DAV), has certainly grown as a mapper since releasing his other Half-Life packs, DAV HL Pack 1 and DAV Train. DAV Sub, while sporting another questionable title, is a thoroughly enjoyable episode.
This level picks up right where DAV Train left off – with you escaping in an Osprey. Needless to say, your dreams of a quick exit from the scene are foiled when an Apache decides it doesn’t really like the way you are looking at it. Though I shouldn’t spoil too much for you – the well-done opening sequence sets the scene nicely. Your mission, as usual, is to find a means of escape.
Similar to DAV’s other HL levels, DAV Sub sports some very good architecture. Throughout the pack there are many nifty-looking areas, and for the most part the r_speeds are kept in check. Actually, there were a number of memorable set pieces that really make the design of DAV Sub shine. In particular, I thought the sub docking bay, the hovercraft hangar, and the city streets were the sections that stood out. But there are quite a few other office, laboratory, and base-type areas that were notable as well, because of the sequences or the combat that you face there.
Speaking of which, that is the other key aspect that this level has in common with DAV’s other HL packs: the combat. There is no shortage of combat in this pack, believe me. You will face a mix of human and alien adversaries, and DAV keeps you on your toes when you revisit sections of the map. One thing DAV has a handle on is game balance. I found there to be just enough ammo and health supplied for the skilled HL player. DAV Sub is already quite challenging with the various enemies and their placement; if you really want a challenge play this one on the difficult setting.
Game flow is another important consideration of a successful map, and again DAV shows his prowess in this area. There never seems to be too big a lull in the action, and it is always pretty clear where you should go next. Although most of the puzzles are of the ‘find the keycard’ variety, I didn’t really tire of them (plus they give you a good chance to really explore the levels). There are many areas of DAV Sub that are nonlinear in design – you get a good amount of choices and out-of-the-way areas to explore, and a few of the levels loop back onto already-visited sections. And I definitely urge you to explore all over the maps – there are some goodies that are fairly well-hidden but are certainly worth the time spent searching.
The bad points? Well, I’ll have to go nitpicking for this episode – DAV is an experienced mapper with a good handle on what it takes to please his intended audience. There were a couple of areas, particularly the sub base, that caused slowdowns in play due to the high r_speeds. But this was only in a couple areas and should not diminish your enjoyment of this pack. I did run into a couple of problems in this pack, however. The first is mentioned in the author’s readme file – it has to do with an overflow error that boots you right back to Windows. Alas, his solution only works some of the time – I had to load a save game from way back in order to clear this problem. Also, there is a section on a small enclosed train where slaves keep teleporting in. Not only is this tough from the standpoint of killing all the slaves, but it became quite a challenge to avoid getting telefragged from having a slave teleporting right into me and therefore disrupting the very fabric of the space-time continuum, thus killing me instantly regardless of health and armor. It happened to me a bunch of times in a row, so when I finally got lucky (or at least partially learned the sequence of the teleporting slaves) enough to survive the train ride, I immediately saved the game. A little more careful design or playtesting should have taken care of this problem.
But the good points far outweigh the bad points. DAV Sub is certainly a recommended map – it has challenging combat, cool settings, good design, and is a fairly long level consisting of 20 maps. This is exactly what I had hoped for from DAV, based on playing his other two Half-Life levels. By the way, DAV is now hard at work on a full HL mod where you get to play as Barney, called Azure Sheep. Keep an eye on this one!
This review is republished here by permission and was originally published Friday, 29th December, 2000 by Unquenque.
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.
This one more or less “doubled” the first one. Better, longer and harder.
The story starts at the end of DAV Train where Freeman gets to the Osprey and escapes. OR DOES HE? Unfortunately, soldiers blow up the Osprey but Freeman survives. So the goal is to find a plane where he will get out of there.
The combat is really HARD. Like, for hardcore players ONLY. I’ve never seen a mod that hard for a long time.
The mapping is surprisingly better than the original, but it really lost its “Sub” feel. You only see the Submarine for like a few minutes.
Overall, if you REALLY like playing Half-Life on difficult, then definitely play this. If not, then look somewhere else.
much more ambitious than DAV train, much longer with some cutscenes and cinematic moments. And of course, as is a staple of these DAV maps, the main thing in the title barely shows up.
Finally something new and it’s the best of the DAV series. New cinematics, unique level design although some are blocky. The best part is at the submarine part. Although you won’t stay in the sub for too long so it kinda defeats the title “Dav Sub”