Once again you are Gordon Freedman. You just made it out alive as the military was taking over the Black Mesa compound. They are now using the compound to engineer a hideous monster capable of mass destruction. As a member of a new organization, intent on thwarting the military’s evil plans for corruption, you have been assigned to sneak into the compound, find your way to the hideous monstrosity, and destroy it. Good luck!
This is my second level for Half-Life. My first one was called Sepulcher. It got a score of 31 on Radium’s website. It was fairly short and linear. Many people also complained that it was too difficult. I’m fairly certain that Aggregate Pain is much better than Sepulcher. It’s bigger, less linear, and has better gameplay. It still might seem a little bright on 3dfx cards since I’m running on a TNT which has a tendency to make everything seem darker. Aggregate Pain means Total Pain.
Simply copy the agpain folder into your Half_life folder under Steam, restart if it’s running and it should appear in your games list.
- Title: Aggregate pain
- Filename: hl1-sp-aggregate-pain-steam.rar
- Size : 912.38Kb
- Author: Michael Sisk
- Date Released: 07 April 1999


















































04 June 2007 at 7:54 am
Why make a mod available for download when you haven’t even gotten the weapon changes right? Please don’t waste our time with these kinds of unplayable mods.
09 September 2007 at 9:31 pm
I’ve updated this post with all the details and plenty of screenshots. More importantly the file is now Steam compatible.It’s the first time I played this small set of maps and I really enjoyed, nice variety of environments and some interesting routing.
For such a small file size it packs a nice punch!
I’ll be playing and updating it’s sequel tomorrrow.
My Recommendation
10 September 2007 at 1:10 am
When I DL’d this one, I’d forgotten I already had it in my collection! But anyway, second time around it played very well, all ya had to do is get the H suit and everything worked fine and the music was well done! I like these older maps (99).
All in all,
11 September 2007 at 3:35 am
another fun one. good for the lunch break.don’t for get the save button.
16 September 2007 at 8:19 am
What is its sequel?
09 October 2007 at 5:11 am
I found it – it’s Reconnaissance.
23 November 2007 at 5:53 pm
I started on Reconnaissance, but i wondered how this looks like…
And not to forget: Add this to your blog, Stef! (If you like it)
06 March 2008 at 9:18 pm
wow this was short (whole game is in the screenshots
) but fun and enjoyable
lol
06 April 2008 at 7:48 am
Holy Smokes! I can’t believe people are still playing these few maps that I made. Man, looking back now, some of the shots look really silly. What’s with the boxes hanging from poles, LOL!
17 June 2008 at 6:11 pm
I couldn’t play this mod cause it was impossible to see my health, ammo…Why????
22 September 2008 at 2:09 pm
Nice little map! Very good level design, quite challenging (save your explosives – you gonna need them!) and some nice ideas (I liked the beginning where you can do a little bit of stealth work to get past the guard). Very short – 15 to 30 minutes playtime, but worth the download!
22 September 2008 at 2:26 pm
Here’s my AMC review, which was published back in 2003…
Michael Sisk was one of the most productive authors of 1999. His first project; Sepulcher, which only consists of one level, was on the net just two months after the game’s initial release. Although it was clearly a learning map for him, it gave us a promise for his upcoming episode. With Aggregate Pain, he shows his real talent.
According to the author’s alternate storyline; you, as Gordon Freeman, has just made it out alive while military was taking over the Black Mesa compound. Now you’re a member of a newly founded organization and military is engineering a monster capable of mass destruction. Your mission is to sneak into the compund and destroy this monster – a gargantua to be exact.
For a start, level design is absolutely better than Sepulcher and generally well thought out. The author created good looking visuals including both indoor and outdoor areas, while sticking to a certain theme and keeping the r_speeds under control. There are nice touches here and there – such as off the path areas which contain extra weapons and ammunition. The design is not without its errors though. Michael used point-based lighting from time to time without including light sources around – obviously, they don’t look that good. He also used the env_glow entity way too many times. While this sprite gives a nice effect to the lights, using it all around just distracts the player. I also noticed a certain texture used as a liquid brush, although it’s not meant to be.
The game starts very good indeed: you’ll see a grunt patrolling around your truck as the screen fades in – a cd track is also used here to set the mood. Even though you have to beat up this grunt with your crowbar, he’s not looking straight at you (a la Ground Zero), so he won’t be much of a problem. Parallel to the storyline, most of the combats are against grunts – though it seems that the situation is not under control yet, cause there are also some aliens roaming the corridors of Black Mesa. However, Aggregate Pain lacks some of the elements which make Half-Life levels differ from the others, namely – scripted sequences and puzzles. The combats could be much more enjoyable if only the author had included some interesting setups. Fortunately, it’s still challenging thanks to the balanced item placement. As for the puzzles… Well, if you see pushing some buttons as puzzles to be solved, then there is a few included.
Conclusion: Although it’s already four years old and lacks some of the features most of the recent releases offer, it’s still enjoyable with decent visuals and a few highlights. Recommended for a short but sweet experience, but not hope to find something fantastic. – 62%