Your name is Mark Hunt, an elite Marine sent in to ‘clean up’ the Black Mesa Incident. Near evening your platoon was ambushed by a superior force, taking you completely by surprise. In the chaos you became separated from your C.O. and by sheer luck evaded the atomic blast that followed. The Brass didn’t call it luck. You were subject to a court-martial for desertion and sentenced to ten years in a maximum security prison. Two years into your sentence, something happened…
You awoke in your cell one morning to find a clean cut stiff with a briefcase standing by the door. He was government issue lackey all the way, complete with crew cut and quiet smirk. Your instincts screamed not to trust him, but he made an offer you couldn’t refuse. Pull a simple operation for him, and you’re a free man. You couldn’t say no.
The G-man worked for a top secret paramilitary branch of the FBI. A conspiracy theorists dream; Stone faced puppeteers pulling invisible strings, operating above and beyond the law for their own inscrutable purposes. As of that day, you ceased to exist.
That was two weeks ago. Last month sitting alone in your concrete cage, the walls cold and crushing, the thought of a mission was ambrosia. Freedom was all you could think of. Now that cell’s looking pretty cosy. The mission as the director explained was simple. Infiltrate an underground weapons facility owned by a massive multinational corporation, ‘procure’ a canister from the bio-weapons lab and get out in one piece. Just like stealing candy from a baby. A baby in the seventh circle of hell.
You are to enter the main facility and work your way to the labs. How is up to you, but should you err and trigger the alarm your chances of getting to the chemical are going from impossible to worse. Upon reaching the office complex you will find a Hazardous Environment Suit belonging to one ‘Gordon Freeman’.
His ‘absence’ has already been arranged by the department; Assume his identity and enter the labs. From there it should be a cake walk, if you’re lucky. But if there’s one thing you’ve learned in two years in the brig, it’s that Lady Luck is a bitch. Intelligence has received reports of a radical terrorist organization planning actions against the facility. At least the security guards aren’t out to kill anyone they see. Should this organization interfere with your plans, remember: You are above the law. Don’t let anything stand in your way.
Contact with headquarters will be maintained via a special encrypted radio. As with the rest of your equipment, under no circumstances may any evidence of the department’s existence fall into enemy hands. Good luck, soldier.
- Title: Half-Life: Trespaser
- File Name: hl1-sp-trespasser.7z
- Original File Name: hltres.zip
- Size : 9.29Mb
- Author: Eivind Larsen
- Date Released: 25 December 2002
- Copy the hltres folder into your Half-Life folder.
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I played this and I dont get the point…seriously, someone please tell me!
Starts off as a great game….then turns to rubbish when you only have 60 seconds and limited ammunition to fight your way up a bunch of ladders to get into a rocket. You get shot from 3 sides at once, your health plummets, your ammo runs out (there’s not much of it around in this game), and if you pause to try and pick off the people shooting you, you won’t make the 60 second deadline…which you won’t make anyway because unless you have a LOT of luck and full health, you can’t simply rush past them.
If you spent two hours trying over and over and over again, you’d probably make it…but that’s not a fun gaming experience is it?
i have not played this as of yet, but would like to offer a suggestion. you can run faster by running and jumping and or running and long jumping. this hopping allows you to move faster then just running. maybe this will help.
Comment: july 2007
Suggestion: july 2011
Sorry you didn’t like it Sally but to each his own I say.
Good game planty of action, design varies a lot from good to some basic stuff with questionable size and scale in many places. Also too dark throughout but an enjoyable experience.
Half-life : Trespasser is a relatively good surprise that came out at the end of 2002. It is more reliable, in my opinion, to a kind of Opposing-force mission ( no presence of aliens/Xen world, military objective oriented). Your goal is to infiltrate a research facility center where you’re gonna face a lot of events (through cutscenes and set pieces), solving or surviving them is your only objective in order to reach the end. The author (this is his first release) tried to use a lot of new stuff to accomplish this one year work: new textures, remodelled enemies and a new weapon (Uzy). This all adds something personal to this release (makes me think of affliction). Naturally it has its flaws because after a perfect start (small puzzles, simple but good designed rooms, impressive new texture), the author enhanced his skill but also, in my opinion, worked faster. Results of this are a close to classic HL texture, some r_speed problems (with a new 3d card you wouldn’t notice them) and finally the final piece that is put in a launch facility with a countdown. This provides more a frustration feeling than one of accomplished work (like in ground zero). He could have added some HEV and health distributors or given more time for the countdown.
we have seen less releases than in the past years, but on the other hand, there is nearly no crap left. Even though it has some flaws, Trespasser is a really interesting enjoyment. Just thinking at the end that it was a little bit too short…but this was only due to the fact that I didn’t see time passing…because I enjoyed it.
A good mission pack that you should try.
1 hour 20 Minutes
B (83 %)
I got into the rocket with about 4% health and 50 tries.. (well half of them I spent trying to get down, not up, silly me) Stupid ending. And I thought the main mission was to get some chemicals. The events and missions aren’t so well tied together and fail to tell a comprehensive story like the one in the readme.
When you’re weaponless and run through several grunts to barely get to some batteries, there’s at least one invisible shooter in there. Very interesting mapping (bit of off-scaling) and new textures, the Uzzi was ok, but the new grunts were a bit imune to headshots, like they were wearing a helmet (like the old grunts) and not a hood or whatever they call it. Some small puzzles and good combat. That’s just about it.
Some screenshots would convince more people to play it, I’m just telling you to Consider it.
Slightly different take on the usual HL experience – but not much. New ouzi model, different textures which were good but a bit too dark. (turn up your brightness). No problem with immunity to headshots as mentioned in post #6 – four direct hits in the head at close range is enough. Yes there was one invisible shooter who eventually blew himself up – strange. The end race is not that hard Sally, just keep moving and shoot the grunts near you.
I liked the atmosphere created by the game, would have liked more of it.
Screenshots will be posted.
I’m a bit stuck on this one – I have just escaped from the prison cell, found my way to a large indoor area with a broken ladder and a grating in the middle of the room, and a crate hanging overhead from a rail or gantry. Can’t get up the ladder, can’t break the grating, can’t shift the crate on the gantry…can’t go anywhere. If I try to drag boxes to the bottom of the broken ladder they disappear in the map change that occurs between where they are and where the ladder is. Help!
OK figured it. You have to climb the broken ladder – I tried dozens of times but couldn’t get it, so noclipped up it. Despite being rubbish at grabbing the ladder, I did the rocket bit on the 4th attempt. It’s an OK mod: quite short, average looks, average gameplay.
Good mod, with some new graphics, models (a new weapon – which doesn’t look too good) and nice map design. The difficulty is ranging from challenging to frustratiting (I played it on hard). This provides a lot of fast action, but there are also some places where you have to figure things out – but there aren’t any complicated puzzles, which adds to the fun factor.
Playtime: not much, 1-2 hours.
Big minus: the end. Impossible – it is not. But damn hard. Funny thing: I get to the rocket, but don’t know how to get in.
Anyway: Give It a try and just skip the last 5 minutes – they are frustratring as ****!
What? Give up cos its hard? Why bother to get out of bed?
The end is possible, just tricky. Run. See post #8
well im stuck in the very beginning, a sot of trap and I goes missing in action. I suppose I should shove the wheelbarrow down the corridor to stop the trapdoor or something, but it dosent fit through.
Soo what do I do?
Go to the nearby room with the picture of the G-man and press the “use” key on his picture.
Hi there folks. I’m the author of Half Life : Trespasser. I know this post comes a little late but I thought it was intereseting to read the responses here.
I do see that the end is a little bit too hard, and perhaps I was a bit ‘sadistic’thinking that everyone could make it as easy as I 😉
Thanks for the response though. Nice that most of you enjoyed the mapping, that’s also where I put the main effort. Anyone knows whats up with the Half Life 1 community today? Are there still people left playing it?
HL1 community is not as roaring high as it was before, but I think there are plenty of people still play HL1 mods.
This is a mixed bag of quality. Firstly, I didn’t bother reading the story – partly because everything should be IN the mod, not added as text files and partly because there is no story telling from within the mod, so as far as I am concerned it’s not actually a story, just some background and a setting.
I found the level design interesting in some places and not very good in others.
I much prefer the BM style areas but it’s nice to see other styles of textures.
I read the previous reviews and comments and it’s a shame that Sally didn’t enjoy the final area but I can understand why. If you save your crossbow and Tau Cannon, then it’s quite easy.
I didn’t quite understand the section where you have to “avoid detection”. I started moving around in stealth mode, but it was clear pretty quickly that Barney needs to open the doors etc.
Also, near the end, when the scientists are killed, I had trouble getting into that security room and had to try a few times.
Overall, it’s a fun mod and I didn’t encounter any bugs.
I actually liked this mod quite a lot.
This mod has a nice blend of both action and puzzles and quite a lot of the battles require thought. It is a complete grunt fest with no other enemies and you also have a reskinned 9mmAR as an Uzi. That being said it would of been nice to have other enemies as well as grunts.
There are some tough moments and personally I got really stuck at the part in the box room shown in the 22nd screenshot. I tried everything from repeatedly jumping onto the broken ladder, pushing the boxes from the previous map and even jumping on Barney’s head to try and get up there. When I finally got up I felt like an idiot for not realising sooner what I actually had to do. Still it was a good puzzle.
I didn’t have any idea what it meant by “Avoid Detection” because there was nothing to avoid from except scientists and Barney’s, and you need the Barney’s too open the door. Anyone have any idea what this meant? The next grunts you see after that part you have to kill anyway so I’m completely confused.
I thought that the last part was one of the easier sections of the mod. Just spam the shotgun and the Tau, occasionally using the Uzi and the xbow when necessary and you’ll have no problems whatsoever. Remember, the Tau can shoot through walls and floors so you can kill grunts on higher levels.
The last thing worth noting is a strange glitch I got in the room where you pick up the Tau Cannon with two batteries of HEV. I killed all three grunts in the room but I was still getting shot by an Uzi which makes me think that there was an invisible grunt. Not sure what happened but it was annoying.
Overall this is fun, play it.
I agree about this pack being a mixed bag. It was a combination of fun and frustration for me. It’s worth a go if you’re always hungry for Half-Life single player packs.
There are some nice touches in this mod, but it could still use a lot of polish. For example, there are a couple scenes that are nicely scripted. However, for the most part they interrupt the action. In one case you’re forced to watch a cutscene involving the marines and you know you’re frozen in place not far from them and will be shot immediately upon the end of the cutscene. At least they didn’t shoot me during the cutscene, which I’ve had happen in several other mods.
There were some other issues I had too. First, if you get off to a rough start and take some early damage, just know that the first health you get is in the fourth map, and you’ll be forced to take some fall damage in the meantime. So you might as well (as I had to) start from the beginning again and try for a better performance.
Second, I got stuck in a couple of place and needed to noclip out. It happened multiple times in the small vent room where you exit one vent and have to jump into another. It also happened every time I played the bit where you use the radio and the grunts kick down the door. I immediately killed the grunt there, but he blocked the door and I could not get past without noclipping (I couldn’t reach him with the crowbar).
Third, I really don’t much like weapons being taken away, and in this pack it happens twice. I also don’t get the “avoid detection” area – that just seemed like useless filler to me. Although thank god it wasn’t an actual forced stealth area. This is another mod that could have been tighter with some editing on the mapper’s part.
One note is that I played the section where you get jailed twice and I think the first time it didn’t work right. You’re supposed to wake up in a cell I assume – the first time through I woke up being shot by a grunt in a hallway, but luckily there was a crowbar there. I think this was a bug rather than by design. It wasn’t game-breaking but a cell awakening would have been kinder to my health.
Overall there’s some fun to be had here. The combat is pretty good, though a gruntfest. I did enjoy the finale (who doesn’t like 60 second countdowns?) but I thought the path up could have been more obvious. The ladders are hard to see and even a minor spotlight would help to make them more obvious.
During the Black Mesa operation, one marine lost contact with his squad. He was convicted for desertion and ended up accepting a mission for G-Man, the reward is freedom.
We start in the mountains not far from the facility, and our mission is to get in. We have a HEV suit which belonged to Gordon Freeman, who apparently combined two jobs. It seemed to be an easy mission: just get in and take what you need, but when we get there, we find out that the facility is under attack by the terrorists.
The design is done well – there are new textures and new settings. There are puzzles where we need to find a way to progress. The architecture is very original – totally different from other mods. Not only the story, but the design also shows that this is another facility, not Black Mesa.
At some point I found a deep pit and I had only 25 health. Thankfully, it’s possible to fall there without taking damage. It’s good that the author made it that way.
The “Avoid detection” means that you hide all your weapons and behave like Gordon Freeman on the work, so that Barneys and scientists won’t get suspicious and will open the doors for you.
New SMG model is just lowers instead of proper reload animation and it’s too short – if you look down, you will see the end of it.
This mod is an expansion pack for Half-Life, adding new place to the universe.
Cool, mod and also have some textures not into the BM style, specially in the first parts where they look more like the gate1 mod. overall, the mod was ok, with a really simple story: u are Gordon in some dirty job give it to you by the G-Man, so at last u have to escape outta there where G-Man sent you, the combat is ok, and well situated, and I like the new UZI model, instead of the boring MP5. so yep, it has cool combat and a well gameplay so u must play it.
When I started playing this I was thinking we have some thing good here and for the most part it was, but the ending let it down as I hate timed pieces in this kind of game.
The look, layout and architecture is OK as it doesn’t distract from the gameplay although for anyone who’s handled an UZI, the new model looks unconvincing. Despite the lack of any Xen enemies this didn’t feel like just another gruntfest and there was health and ammo to be found. For all the polish in this map I just couldn’t get excited about it, I will probably play this through again in case I’ve missed the point but I don’t think I have.
Well, I’ve been able to get to the rocket but the mission always fails anyway. Just how do you get into the rocket?
You’re making it into the rocket at the top, right? Maybe you’re not leaving enough time before the timer expires? I just ran all out for the top and didn’t slow down for anything.
This wasn’t that bad but the reason that I give it a Maybe is because it’s so unmemorable.
Awesome looking mod with quite nice combat about sabotage. but is it also a GOOD mod? Or just a graphic orgy?
-Supergood looking and decent leveldesign, incl. nice lighting and architecture, also new textures, weapon
-Good atmosphere, ingame briefings what to do next
-Some nice scripts
-HEV plus shotgun at start, yay!
-Less enemy types
-Short length (playtime)
-Some minor level architecture flaws
-Maybe a lil hard for rookies
If it weren’t for the Readme saying so, you wouldn’t know that Half-Life: Trespasser is a first release for this author. Not only does it lack most of the tell-tale signs, it’s also surprisingly enjoyable for a gruntfest.
You know you’re in for something different (and possibly annoying) when Trespasser starts off with a slow-paced, noninteractive cutscene with the G-Man. But it lays out the story well and helps get you oriented. There are more noninteractive cutscenes—excruciatingly pointless at that. But the cutscenes aside, gameplay is a rousing affair that includes inspired combat set-pieces (some moreso than others, naturally), interesting puzzles, scripted sequences, and overall a sense of mission. Granted a linear one but not so noticeable it’s distracting. Combat itself is shaken up with continual changes in pace and design to provide an actual experience rather than some mindless gruntfest from beginning to end. Puzzles (and CD music) are used liberally in this sense, especially in the first half.
As far as the mapping goes, there’s a definite attention to detail and lighting (perhaps a little too much in the colored lights) across some varied settings. Areas are routinely indoor unfortunately; it would have been nice to see some outdoor sections. Still, texturing reuses the prevalent Half-Life scheme of things to keep the visuals interesting, and the architecture is generally inspired. It definitely has its moments (three of which are captured by the screenshots), but as expected it lets down occasionally.
Trespasser certainly has its share of flaws, like the noninteractive cutscenes, a very frustrating final set-piece (on a timer, no less) & half-done ending, inconsistent level design, lack of alien combat, and some high r_speeds (for the few who still have processors and video cards from before 1999), but it’s still a worthwhile play. Recommended, and kudos to the author for a quality first release.
This review is republished here by permission and was originally published Wednesday, 15th January, 2003 by Calyst.
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.
Yeah, another enjoyable gruntfest.
In this mod, you’re a spy, trying to break in Black-Mesa. The idea sounds great, but most times it doesn’t feel like it since you keep on killing grunts.
Lighting and textures were decent.
Overall, this is a mod that you should PLAY LATER.