You start in the future and have to travel back in time to stop Dr. Slick from doing something.
I’m not exactly sure what!
Basic Details
- Title: Mod Name
- File Name: hl1-sp-undertime.7z
- Original File Name: agx_undertime.zip
- Size : 339Kb
- Author: AG3NT-X
- Date Released: 26 January 2005
PlanetPhillip Download Servers
Installation Instructions
- Copy the Undertime folder into your Half-Life folder.
- Restart or start Steam.
- Undertime should now be listed in your Library tab.
If you require more help, please visit the Help page.
Screenshots
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots contain spoilers.
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Okay, I’ve just finished playing this and found it as hard as hell! I got as far as the fourth image and got stuck. I have no idea what to do next.
like a told it already in the planetphilipforum (pub!!!) I also succeed in arriving to the 3rd screen and since i’m not a talented player I taught it was perhaps only hard for me…whish isn’t the case. I think that ag3nt-x certainly handle in a correct way hammer editor mappy and scripting but need perhaps to open area and make them less boxy. Perhaps not a real recommended one except if you love chalenging mission and have nothing else to play.
I’m not a talented player!! I did notice that there were two floor tiles that were recessed when I entered the room but after I was attacked by the almost invisble headcrab (Coincidence?) one was covered, perhaps that is part of the solution. I troied everything to cover the other one but couldn’t.
hmmm. Ii just played it again.that second tile by the elevator is where the crab comes from. I emptied the machine gun and that weird thing you picked up downstairs into the crab and it finally died. Then thats it. It says the end
What weird thing?
oh lol.its gauze gun or whatever its called.i can never remember the names of the sci-fi weapons
I never found a weird thing. Not a very good mod or whatever unless it was his first one.
Yes this was my first map, so it suck like hell…
Hey man do u have more maps???, where are they??, I liked this so i’d like to play some more.
He also made invasion 105 (HL1 mod) which involves fighting combine in a city 17 like location. Search on planetphillip it’s here.
It doesn’t suck. It wasn’t bad just hard.
Okay, so this is one of the rare maps that I have already played and I think I have more or less the same opinion as 3 1/2 years ago. It’s a maybe but mostly because it’s just insanely hard, even on EASY!
The levels are occasionally interesting but most of the time just simple rooms. I have to admit that I was as observant as I could have been and that was due to having to worry about staying alive!
The ending is very strange.
[spoiler]I just kept shooting the semi-visible headcrab and eventually I received a message saying “Thanks for playing”. At that moment it tried to change levels and froze.[/spoiler]
If you love hard levels you will probably want to marry this one, if not then stay single and be happy!
This is the first map by the author who became a good mapper later. You can find his other creations at twhl.
In the readme file there’s a story, but it’s not in English. From the game itself it’s clear that we go approximately 1000 years back in the past to make the history better.
At least the author tried to add detail to the map. But due to lack of expereince everything is boxy. There are outdoor areas. In fact, rocks in these areas reminds of old 3D games, which were actually 2.5D.
The battles are hard. In the warehouse there’s a place for tactics, but too many enemies and too few medkits and batteries for it to be fun. Later it will be easier – no crates and there are crowds of enemies, each can be easily defeated by a grenade. If you won’t run out of grenades, of course, which can happen.
There are teleporters, but the author relaxed while making them – there are absolutely no special effects. But there is a small originality – the sprites of some of them are different from those which are usually used in HL and its mods. Another originality is the puzzle, which I didn’t like because I didn’t find any clues on how to make a correct choice.
In the end, there is a boss, very powerful monster. It is based on one of the enemies from the game, its health and melee damage were greatly increased. For me, this boss was boring and not fun.
I decided to give it a “maybe”, because it at least tries to be decent and original, the locations are various, and it is not too long, so the bland design don’t have enough time to bore.
Too difficult to play without cheating. Way too many enemies and turrets to give most players a fighting chance. Once you accept that and turn god mode on it’s not too bad.
This is a new one to me; don’t know how I missed it before.
Very much a gun feast against Grunt and Turrets set within a series of heavy armed rooms linked via teleports or lifts. The mod score no points for design, this just being the bare requirements to stage Grunt encounters. The essence is on hard core combat made has difficult has possible against squads of Grunts supported by Turret gun emplacements, and as such Under Time is a limited experience with little in the way of alternative gameplay.
The next part may contain spoilers.
I managed to complete the mod without cheat; however, most of its sequences require repeat play through to achieve any degree of success, there is no point in rushing in under fire, instead try eliminating targets piece-meal before you over-commit.
The end sequence seems a pointless exercise in how not to complete a mod, but without saying any more, I will leave the players to make their own mind-up on this point.
If you like a challenge then this is one for you to battle your way through.
Managed to beat this one without dying (exempting the crystals). What a great feeling to finish a mod successfully, and not having to be stopped by bugs (which I didn’t see in my playthru.)
Not saying this was easy, mind you. I had very close encounters with those well placed soldiers. The good thing about the enemies is the use of nodes. Especially in the first map, soldiers work well together in trying to outsmart you (didn’t outsmart me, suckers) by navigating the area trying to flank you. Makes the AI look better than usual.
Unfortunately this trend doesn’t continue. Later maps have the grunts in claustrophobic areas with no room for any sort of navigation, meaning one grenade is all it takes to clear the room. In fact I don’t even need to waste my grenades. They drop grenades and then have nowhere to go, so they actually clear themselves out. I wished the mapper had kept up the mapping for the better AI.
Architecture was okay, not great, but definitely a step up from yesterday (blood and bones). We’ve got streetlights and elevators now, along with glass crystals… speaking of which, the crystals were quite a nasty show-stopping element to this mod. I appreciate the attempt at interactivity with the environment, but to be honest, no player likes the “pick one right you may pass, pick one wrong kick your ass” gameplay.
[spoiler]The headcrab, spoiled above anyway, could be challenging, as you try to outsmart an 800HP critter in a small room. I wouldn’t know because I used a glitchy model replacement for the headcrab. But it would be good for a boss battle.[/spoiler]
Good thing the author’s other HL1 mod, invasion 105, has much improved architecture and (gulp) more challenging gameplay against metrocops. And guys, the ending isn’t that bad, I personally think it’s better than the crash ending that blood and bones had. Amirite?
This is a good mod for HL1, is hard, I know but because of that I think it has the challenge factor, and puts you into battles where actually u have to play them according to a strategy, so I loved that, the end was really odd, but I think was fair enough, I assume that the strange DR. Slick was into that almost invissible headcrab.
I’ve just finished this after dying a lot lot of times which nearly made me give up. I know I’m not the worlds greatest player but this was way too hard to be really enjoyable, as with blood and bones I would have liked to see more health pickups around the map to give it more fluidity.
The layout was OK, but the press a button to open gates for a few seconds and fire a few shots before it closed would have been better had it only been used only once.
As I’ve never been able to get cheats to work in HL1, I like to have a reasonable chance to play a map/mod without dying too many times, maybe its because I’m lazy or that it’s just a game to pass some time. At the moment I think some of the mods so far in the 100 I would have given up on were they not part of the 100.
I found this very enjoyable, witch is strange because I thought that I hated hard mods. Action is pretty hard, but not impossible, sometimes it is better to run than to fight. Nice design overall and the end was…strange and original, but not very fun. If you like hard maps, this is for you.
Before I get to my boring old “Pros and Cons” I want to say something. I can see what the mapper wanted. If he had a bit more experience and could have polished it I’d give it a “Play it Now!” in a heart-beat. Sadly that’s not the case.
Pros:
The text that appears
A story
I liked the idea for the boss fight
Cons:
Bad mapping(blocky, lighting is weird, etc)
Way hard
Overall: Think Twice.
This pack has some good ideas but the pack overall isn’t really worth going out of your way to play. The maps are boxy and nonsensical, and employ a lot of teleports without sounds or effects. There is a basic story told by onscreen text, though it’s in a medium blue which I found difficult to read against the background.
The instant-death crystals appeared to be random, which is pretty frustrating trial-and-error guessing. Some other consequence would have been nice, and some variety in the success…[spoiler] (you are just dumped into a corridor with a bunch of grunts each time).[/spoiler]
The combat is pretty tough (the way I like it), using a mixture of grunts and turrets that are fairly well-placed. Although the fights are really tough, if you take it carefully you should be able to make it, and health supplies are reasonable. The end boss…[spoiler] is a good idea but I never even got attacked by him, I just circled him the whole time with a crowbar, then finished him with a full tau cannon shot.[/spoiler]
Not a waste of time, but there’s much much better packs out there to play.
This started off so well and just went bad towards the end.
This was a tough mod, and if it wasn’t for the difficulty would be a lot shorter, but I think that this was the right level of difficulty although the mapper should have put more health and hev.
The first fight in the container area (not sure what to call it) was epic, and was easily the best part of the mod. When I came to this part I thought that this mod would be awesome but alas it took a turn for the worst. The tower section with loads of grunts outside it was annoying, and I ended up killing half of them and then just running inside. The part with the crystals and repetitive hallways were really poor and was just boring. The final fight was incredibly easy for me too because it was stuck on the desk trying to attack me and so I just kept blasting at it until it died.
The first section of this mod is a must play, but the rest isn’t. A “Maybe” from me overall.
Overall, I enjoyed this mod but only just. I would have to say that I enjoyed the first half much more than the second half, which felt very tedious to play.
What I enjoyed most about the mod was the combat and there was certainly plenty of it. The first few engagements were in areas where there was enough cover to hide from the the numerous enemies and then flank them. I really enjoyed being able use tactics to my advantage and “outsmart” the AI.
The only problem was that the levels slowly devolved into boxed rooms with enemies dumped in them and little cover. To make matters worse, by the time you get to that point you are very low on health because of the minimal number of medkits about.
To finish it off, the final boss fight was almost impossibly hard and wasn’t fun at all.
The environments themselves, like many beginner maps, feels very claustrophobic. Some of the rooms felt nicely spaced out but the corridors were just too closed in. The environments were varied enough though the mod, even if they didn’t have much detail. However, I spent a fair amount of time trying not to die so I think most of it would have been a blur anyway.
I thought the use of teleporters was interesting but I would have enjoyed it more if could understand what they were being used for. I know the description said there was time travel involved but I couldn’t tell.
Another thing I was annoyed about was the insta-death crystals. I tried hitting them as the text prompt instructed but it just blew me up. I found that ARnades were better than guessing which crystal wouldn’t explode in my face. Though, I think a more descriptive instruction would be handy too or maybe a way to tell which one would not explode.
I would say that this mod is worth a shot if you enjoy hard combat. If you are interesting in detailed level design and story, this is probably not the one for you.
Oh my god! So many grunts! I knew I’d have fun with this one when the first fight involved, what, about 20 of the buggers! Aha, you can probably tell I really liked this one!
Architecture and story aren’t really that special, but that’s not what these maps are about. The design was definitely better than a lot of mods, though, and it caters to the enemies well most of the time, giving them enough room to breathe and letting them take several routes to get to you. Well, I said most of the time, there’s a few rooms where they inevitably blow themselves up with grenades, but those are pretty damn funny, so I won’t complain. There’s some outside areas at the beginning, which are pretty nice even if they do conform to the whole ‘shipping yard” cliche of map design. The story is pretty much “Go back in time and stop Doctor Slick!”, which is fine, really, it at least gives you a clear objective and at least the maps aren’t pretending to be something they’re not.
And as for the gameplay… wow! I don’t think I’ve ever seen so many grunts! Obviously things are going to be quite hard for you, but don’t worry, the author gives you enough health, power and ammo to see you through. There aren’t any enemies apart from grunts and the occasional turret (apart from in the last room!), but I really didn’t mind when I was being forced to cut through huge hordes of them with the shotgun, a very satisfying experience if I do say so myself! As for weapons, you pretty much get just the basic machine gun and shotgun, although you also have the magnum near the start (before you use all it’s ammo!) and the egon gun before the final encounter, which I won’t spoil apart from saying it’s hillarious and fun to fight a kind-of-final-boss for a change. There’s also some “shoot the right crystal or die!” puzzles, which are okay, but don’t really add much and are thankfully only in one map.
And basically that’s it, this is carnage, carnage, carnage throughout the half an hour or so it’ll take you to beat this! Thankfully it’s really fun carnage, so go play this!
The objective is clear: travel back in time to stop Dr. Slick.
If only there would be a doctor?? So the story and game design is just odd…
It’s only a gruntfest with some (deadly) ends (break the right crystal!? lol)
And although I like gruntfests, this one is a bad one. Okay, the first fights were pretty cool (crates area) but then it was just boring… at last an almost invisible headcrab, wtf? So that’s Dr. Slick? 😉
Whatever, story is pointless, AI is stupid, layout is poor and basic. Not much fun…
Pro’s:
-Some good combat (gruntfest)
Con’s:
-Very short
-Strange story
-Boxy, basic & undetailed design / layout
-Balancing
-Stupid AI
-No puzzles (besides crystal “puzzle”)
I liked this episode, even that boxy design is such a special sweet feature of it. Gameplay is tough, but fun.
Manually
Hard
40 Minutes
You travel back in time to stop Dr. Slick, very simple…. nah, it’s not. The level is very blocky, no variety in every map. The combat is purely a gruntfest except the boss battle, I’ll explain it later. First is you encounter a bunch of turrets and grunts with only a handgun and a revolver. You know me, it’s easy to snipe them down with a glock so not a bad start, at least not bad to me. But once you reach to the next level, things get claustrophobic and the game spams shotgunners. And plus, there are turrets everywhere. It’s a very cheap way to make this game hard. The next bad part is the puzzle, if you call it a puzzle. You will encounter rooms where you get to break one of the three crystals. Two of them will kill you, while one doesn’t so how am I supposed to know which is which? So it’s a guessing game? You do this for like three times and encounter a bunch of grunts in a way which is way too hard to deal with. So this is more of a trial and error kind of part and the worst in the mod. After that, you come across a conveniently placed gauss gun and an elevator to Dr. Slick’s office. You come face to face with him who is an invisible headcrab. He’s pretty easy, thanks to a conveniently placed gauss gun. Yeah, imagine you’re a boss in an evil company or mafia. What would you do if there’s an intruder coming after you? Well, why not put a f***ing gun at the wall so he can shoot you to death!? After you kill him, the credits show up. What do you get? NOTHING. It’s not worth playing this game, but it’s not as bad as unplayable. My concern here is that this mod is way too hard with all the gruntfest. So if you’re up for very hard challenges, you might wanna try this.