You are Adrian Shepard, in stasis since the debacle at Black Mesa. But fortunately for you, a situation occurs where you come of use again. And so the G-man comes back to bring you out of stasis. The events in this game happen a bit before Gordon arrives in City 17, the player will start in Black Mesa-ish base thats still resistant to the Combine occupation, from there it will bring the player to a quarry, a soviet submarine base and into the basements of a older citadel where the combine stumbled on ancient alien technology.
- Title: Awakening
- File Name: hl2-sp-awakening-1.1.rar
- Approximate Size : 227.50Mb
- Author: BlueStrike
- Date Released: 17 May 2007
- Related: Walkthrough
A walkthrough for this mod is available. It is in PDF format. You may be able to open this directly in your browser, depending on which one you use and its version or alternatively you can download the free Adobe Acrobat Reader
- Awakening Walkthrough PDF (228Kb)
- Download V1.1 .exe: PlanetPhillip Filecloud Server
- Download V1.1 .rar: PlanetPhillip Filecloud Server
- Download: PlanetPhillip Filecloud Server
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31st May 2007
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18th May 2007
This looks like a cool mod and hopefully I’ll get time to play it this weekend.
FYI, the file size is smaller than the other mirrors because I use maximum compression. I also checked the MD5 checksum against my local copy and it matched.
That’s to CubeDude and Mert for emailing me about this mod.
18th May 2007
!!!SPOILERS AHEAD!!!
I’ve played this mod up to where to have to stop at a Combine roadblock.
The level design so far is very impressive, along with the reskins of the arms and the humans in camo gear.
There are only a couple of thing bothering me so far:
-Why can’t you pick up a shotgun?
-The voice acting acting at the beginning between Barney and Kleiner was awful, but Mossman was quite good.
-Where did G-man come from?
Hopefully the final question will be answered when I continue playing further.
Overall so far 4/5.
18th May 2007
You get the shotgun later on.No real storyline to answer any questions.I had one crash early on in the game,other than that it was a very good mod with great detail.It is very hard at times as there is nothing to really point out what your supposed to do and lots of enemies.The citadel I found hard because I couldn’t find the ladder.Mabye my gamma is to low I’ll have to check.3.5/5
19th May 2007
I’ll just copy and paste what I wrote on ModDB:
I found this mod pretty darn good with regards to level design, use of triggers and combat situation, etc. However there were some fundamental flaws which really prevented it from being excellent.
- Some areas were poorly designed for combat, particularly the one early on where you have to escape the base. As soon as you exit into the snow field you have no cover and its easy to get mown down before you can open the gate.
- Several times I found myself completely stuck without a clue what to do next. For example, waiting for the teleporter to blow a hole in the wall in the Citadel. I’m still not sure what I was doing. Did I have to kill all the soldiers? Was it on a timer?
- What was the point of obtaining the Super Gravity Gun if the game ended pretty much immediately afterwards?
- There was a problem with the dropships after defeating the gunship. One of them just hovered there and kept shooting me which made things pretty tough, the other one didn’t unload its troops properly.
- The game crashed in the last room, but that might just be my computer…?
- As Tiparow said, the story was a bit redundant. Why did Mossman still tell you to deliver the gravity gun if you had already rendered this objective pointless with a single line of dialogue at the start? Also I know the G-man is meant to be enigmatic but that was just downright non-sensical. He told me nothing about the plot at all, not even hints. Finally, I felt that Breen’s presence was illogical too. He’s not the sort of man to go running into the battle (he’d probably just stay in his office and speak over the monitors) and shouting “No no no!!” just made him seem like a spoilt little girl.
I don’t mean to destroy all your hard work because a lot of the mod was very well done. I particularly liked the snowy areas, especially the area with the gunship and the bridge after it. It got the atmosphere of the area excellently. Perhaps a few bug fixes and modifications wouldn’t go amiss?
I’d rate this 7/10.
—
Oh I forgot to say…
I did really like the effects of the portals, particularly the one that opens in the zombie base. Nice touch!
20th May 2007
There’s an easter egg in te zombie base.
In the underground area, in the room where you first see one of the hanging missiles, smash apart the wall past the elevator (a zombie should be on the floor there).
20th May 2007
Usually play all HL2 levels in -dxlevel 70, because of weak graphics card crashes. Have never had a problem doing that until now.
Even though I use the -dxlevel 70 instruction in the HL2 game parameters, this mod defaults to Directx 9 and I get frequent crashes.
How do I remove the default?
21st May 2007
Crazy hard, not enough ammo, grenades or power-ups. No access to console? Why?
I started at Normal and dropped down to Easy when I saw what I was in for, but it didn’t help a whole lot. The player needs more ammo, a LOT more health & batteries, and a few less enemies. you might want to spread out the encounters some, and add some COVER as well! I went thru the gates withteh buggy and battled, no power-ups afterwards. I battled at the road block at the tunnel, no power-ups afterwards. Drop shop dumps troops on me, I dunno if there were power-ups, ‘cuz I died and quit.
Cue the E-thugs telling me I suck. . .frankly, it doesn’t matter if I suck. A lot of people DO suck, and there should be a ‘suck’ setting. FTR, I cruised thru HL2 in normal, and I have a top-100 weapon rank and a top-1000 class rank as a footsoldier in BF2. I’m not new to FPS’s. The weapons given early on are inaccurate, and inadequate for the number of enemies you face. I gotta use near half a clip per enemy with the machine gun at close range. If you have to face ten or more enemies in a row like that, everything gets to be in short supply: health, battery power, bullets.
It looked good visually. The voice acting for the men in the beginning was weak, but without access to the actual voice-actors, that’s always going to suffer to some degree.
I wish it wasn’t designed as such a gauntlet for the L33t. You put in a lot of hard work, a lot of thought and effort, but as it is, I’ll never get to see more of it. Dude, I wanted to play it and explore the levels, but it’s designed like you didn’t want me to.
21st May 2007
I really enjoyed this overall so I’ll just post my cons & pros & yes, they have spoilers. I’m going to reverse it because too many people read the cons last & they usually stick in the mind more than the pros. Also, I thought this mod was challenging AND fun so I don’t want my last words to take away from anybody wanting to play it. I don’t think it right or fair to state that a mod or map just simply shouldn’t be played unless it’s known to cause serious errors or crashes. Every person is unique and will take away something different from their experience regardless; whether it’s a texture or a model, maybe a directorial view, layout, etc.
Cons:
-A few game crashes
-The story was weak
-The voice acting was completely terrible.
-The crane was very tempting & I was a bit disheartened that it was of no use at all.
-In one area, you’re being sniped at from various places that make absolutely no sense. It just looks like the blue lasers would randomly appear from nowhere all around.
-I was even more disheartened at the end with the energized gravity gun and not being able to use it.
-I felt it just ended quite abruptly which was disappointing.
Pros:
-I thought it had great level design – the design inside the citadel right until the end was great.
-I never felt as if I didn’t know what to do & thought it was pretty straight forward.
-I also enjoyed the snow bits but found I missed the way in Half Life when you had snow bits, it was actually slippery in some places.
-As for there not being enough cover in the first areas outside, I disagree. There was enough to make it challenging but not easy. I always try to remember that your vehicle is a weapon too (with or without a mounted gun), so try mowing them down before they do it to you then take cover quickly & pick off the rest.
-Enemy action was very good, I thought & challenging.
-The portal looked good & I wish there would have been more of them.
-There’s a bit of everything covered except for a boat ride, vorts, Alyx & a gang to tend to (thank goodness!).
21st May 2007
There are no e-thugs on PP. If there are their comments are quickly edited.
I suck too. I also agree that there should be a suck setting!
Goddess, I like the addition of the Pros and Cons.
21st May 2007
Hey, this looks really great!
I remember seeing a tiny website promoting this ages ago. Never thought it went anywhere. Guess I was wrong!
Try, I shall! (Though I’m afraid of what everyone’s saying about a weak storyline and bad voice acting… I guess I’ll have to find out for myself!)
21st May 2007
i totaly agree with Goddess comment, i loved it, and haven’t played it through yet, am playing the last level now. i was surrpiced to see that the sniper laser came through a wall, you couldn’t see the sniper. i gess you placed him like this so you can’t kill him. because as you know you only can kill the sniper through a grenate or explosion. and i was very surpriced to see right at the start (where gman speaks) aconosle model with wires on it, who wheren’t atached to nothing. they hang in mid air. i know it’s a original HL2 model, but you should have turned it around or placed it somewhere else, so the wries would look as if they where atached to the wall or something. about no having enough ammo, or hiding places, that’s simply not ture. ok, when you drive outside like crazy without first looking, yep, then your in trouble. first look, then fight, and when you get hurt, pull back. but i gess that because so many people play mp so much, that they are used to just running around while they shoot like crazy. that works in mp, but not in sp mode. a much heart mistake, i think.
well done, i give this mod a 8,5 from 10!!
leon (SPY-maps)
21st May 2007
I crashed several times in the last level and just gave up. I agree its a good mod, but the action was not well thought out. I ended up in god mode and just concentrated on getting on moving on.
21st May 2007
Looks like I misjudged the difficulty alot.
)
(and the testers must all have played on easy
I’m considering releasing a tuned version with less enemies and the magnum added, as well as other fixes and tweaks where possible.
I see the sniper got mentioned here and looks like its not working like its suposed to,
It should only shoot at you when you are near the roadblock that forces you to go trough that base and not try to climb over the roadblock.
Its shooting you guys when inside the base?
21st May 2007
I don’t think you can climb over the roadblock & the sniper shoots at you at the roadblock & along the perimeter of the base (fence) until you get cover from the building.
21st May 2007
i don’t have any troubles with the amount of enemies like i said before, but i like good action, and it’s well balanced in this mod!
to be honnist, i think it’s even to easy in the citadel at the end, on every platform you find one or more station of health and suit chargers. most of the times i didn’t need them at all, and was even surpriced to find them again so soon.
this just shows you how much different oppinions you can get. it’s nearly impossible to make a mod that will please everyone. so please don’t start changing things, unless nearly everyone says the same. but just because some say things, don’t rebuild on that, (is my humbel opinion).
there was one problem with it, that i had. let me start saying that i don’t like puzzels in games, and i am bad in solving them. i couldn’t find a solution to how to open that gate, so i could drive on. i mean the gate near that wooden building and the bridge. you see a wire going from the gate to that wooden building, and inside you find a button that is placed behind a combine (blue light)fence. all over the floor there where laying around wooden planks, so i tried to place them on the concrete wall pices that are stacked there. maybe that would give me access over the combine fence to the button. but i couldn’t get to it, so i just walked on. because you can go a bit back and then climb the mountain. it’s clear that you only clipped around the gate. or was this all ment to be like this, so you can’t take the jeep with you any firther?
leon
21st May 2007
Yeah I had difficulty figuring that out too. In the end I noclipped through the barrier and turned off the gate.
21st May 2007
Hmmm, okay. This is what I did. I jumped into the bed of the truck, then onto the ‘top’ of the concrete slabs, and then hop over the barrier. Try that!
22nd May 2007
I was able to turn off the forcefield mentioned in comments 15-18, but when I came out, my jeep had disappeared. Is this a bug?
And can I continue without the jeep?
Note to self: next time, check you the handbrake before you leave it.
22nd May 2007
I thought this was a very enjoyable mod overall. The only real trouble I had was in the citadel, where that teleporter blew a hole in the wall. From what I gather, that explosion is triggered by climbing up the front of the teleporter, which doesn’t make a whole lot of sense. I ended up turning on god mode and wandering around in that area for several minutes before figuring out where to go to proceed.
Contrary to what many have said, I didn’t find the combat all that difficult, but nor was it too easy. I will probably play the mod through again this next weekend and try out some different things. The quarry looks to me like it has the potential to be a very exciting combat area; in my first playthrough, I just hunkered down in the building and picked off the troops as they packed through the door.
My favorite section of the game was probably the Kilo Base. I’ve always been a hall-crawling fan, and the base was done exceptionally well. I especially appreciate that it wasn’t too dark; this is a problem that I tend to see in fan-made hall crawling levels. The way the different parts of the level tied together (seeing through the room in the very beginning, ending up on the other side of the burning truck) was also very gratifying.
I agree with what others have said on the super gravity gun: that thing is fun to use, and it was dissapointing to get it at the very end of the game, with nary an enemy to unleash it on. Overall, however, a very enjoyable mod, and well worth the download.
22nd May 2007
I don’t know if I would call it a bug. Laws of gravity become in affect & if you don’t use the handbrake or park it on something remotely flat, the buggy will roll backwards down the slope into the water. Once in the water, it won’t budge when you get in it plus you risk drowning. You could try your masterful arts with the gravity gun but again, risk drowning. Anyway, the same thing happened to me first time, so don’t feel bad.
You can continue without the buggy.
22nd May 2007
That raises an interesting point that could be a poll(do you want it to stop or roll like real life).In most mods the buggy stops and locks as soon as you leave it.But I do remember in HL2 expansion 1 I think it would roll away from ya.I could be wrong on the dates etc but I do recall that.
22nd May 2007
about that laser that shoots that hole in the wall, in the citadel. many of you seem to have it triggered without knowing how. there is beside this laser a combine console, with on it a button, press that and the laser shoots the hole in the wall.
think you guys just walked by it, pressing ” use’ at the same time.
leon
(seems the maker of this mod doesn’t look at these comments, i don’t see any comment of himself. so i will tell him about these comments.)
22nd May 2007
forget what i last said, see Bluestrike does comment also.
leon
22nd May 2007
Actually my post on ModDB mentioned triggering the portal machine. Apparently it blows the hole in the wall when you’ve killed the troops (including 3 out of 4 of the elite soldiers on the top level). I found these guys pretty difficult to kill. You basically NEED to use the pistol because it’s the only weapon accurate enough to hit them at that distance with that much cover.
I can’t believe I didn’t figure out the jeep/gate thing. It didn’t even occur to me to try and get OVER the barrier. I just assumed it had to be deactivated but couldn’t figure out how. Perhaps because HL2 already established the pattern of deactivating Combine force fields?
22nd May 2007
I don’t know if I would call it a bug. Laws of gravity become in affect & if you don’t use the handbrake or park it on something remotely flat, the buggy will roll backwards down the slope into the water. Once in the water, it won’t budge when you get in it plus you risk drowning. You could try your masterful arts with the gravity gun but again, risk drowning. Anyway, the same thing happened to me first time, so don’t feel bad.
You can continue without the buggy.[/quote]
So my buggy really did roll away into the water!? I’d swear I left it facing the fence but…I’ve searched all over the place so I guess it’s in the drink.
Hmm, I’ll go forward without it then, and hope there’s plenty of ammo lying around. I’ve been relying on the buggy’s unlimited supply of machine gun ammo to get me this far.
22nd May 2007
To turn off the force field use the gravgun and pick up a plank from the floor and make a ramp.climb up the ramp and jump over.
22nd May 2007
Good solution andyb. That would work too (although I have trouble stacking or propping anything with the gravity gun!).
22nd May 2007
I think the buggy gets blown away by the dropship, thats the only explanation I can about right now, even tough I tested what would hapen if people took the front gate and left the buggy in the dropship’s dropzone.
The buggy should stop moving a bit after you exit it or at least I saw that behavior on my end.
The wood planks is a pretty anoying way to get on top of the granite stacks inside the barn, the physics engine seems to like to push it forward, the easyest way is to use a barrel thats standing upright.
I didn’t even know you could use the truck and jump from stack to stack lol
22nd May 2007
Hey, we’re a crafty lot Bluestrike. Never underestimate our powers! The buggy probably would stop if it’s on a more level ground, but if you get out of it going uphill & don’t use the handbrake, it will roll down into the water.
22nd May 2007
Two perfect reasons for developers to submit their mods to the PlanetPhillip Beta Testing Team for thorough scrutiny!
22nd May 2007
Am playing through it now. I also wanted to mention the disappearing buggy. Happened to me twice. The first time it disappeared from where I left it near the entrance to the concrete underpass by the water, where you take on the drop ship, and I had to replay through. The second time I searched around for it, and found it had rolled backed into the sea inlet. Couldn’t get the damn thing out. Next time I came to that part I parked it better.
So, my preference is for it to stay where I leave it. I reckon the game designer should assume we’re all good drivers, ie we put the handbrake on, and not bad ones
But overall, am enjoying playing the mod. Although there’s not always enough ammo around, there’re always loading palettes, drums, bricks, circular saw blades and other stuff lying around that you can grab with the grav gun. IMO, not having enough health and ammo makes you think more carefully about how to plan your fights. When you exit the first tunnel in the buggy, knock down the sentry and all the combine in the buggy, then jump out to take out the two on the gate platforms.
22nd May 2007
Everything has been going rather well, I think I died only 50 or 60 times so far, but when I got to the map “Antlion Infestation” and met up with my little buddies in the tunnel the game “crashed” not once but 3 times, maybe I got the graphics set to high? Anyone else had the problem at this spot?? I would like to finish this one.
23rd May 2007
It gets pretty intense at times that will make a vid card crash the game.I only had one crash early on but I did think it came close a few times.
Bluestrike: I have no problem using the planks.I hate jumping on stuff like boxes and barrels but I did try the barrels and ended up knocking them both on thier sides and thats a pain to get them upright again.
23rd May 2007
The first time I tried playing this mod after installing it, Steam automatically began downloading/installing Source SDK Base. I’m 100% sure I didn’t specifically request that component (nor do I really know what it is or what it’s for).
Is this normal?
23rd May 2007
You may not have specified it, but there’s a tag from the author that states:
“Extract the zip file to your steam/steamapps/sourcemods folder. Restart steam. Sourcesdk-base is required to play and only availeble to Half-Life2 owners. Sourcesdk-base will autoinstall from steam if you don’t have it yet when trying to play the mod.”
I use winrar to unpack my files so this shows up in a side “pane” and it’s the first time I’ve ever seen any text there. There’s no readme included that states this and I don’t know if winzip displays that text. Ah, if you right click on the zip file, select “Properties”, then you should see a tab that says “Comment” which has that text in it.
As for what is Source SDK, wikipedia says:
“The Source SDK (or Source software development kit) is a collection of tools compiled by Valve Software that is used to create levels or full-on Half-Life 2 modifications (or mods). It can also be used by developers to create a new game using the Source game engine.”
Now, if you’re like me and challenged in such areas, then that explanation makes it as clear as mud.
23rd May 2007
Bluestrike kindly gave me a solution to this problem. Thanks!!!
23rd May 2007
As I mentioned in #32, the crashes in the last level was an easy fix. I restarted the last level (new game) cut my AF & AA down a bit in the graphics and no crashes! I didn’t care for G-Man’s voice at the end tho. Thanks BlueStrike for a nice mod!
24th May 2007
Would someone mind letting me know where I go after pressing the button to start up the machines in the first cave in Antlion Infestations, please? Have killed the antlions and am running around playing catch with those rolling mines, and knocking out the occasional manhack, but can’t figure out where the exit is.
24th May 2007
follow your way back to where the bridge is broke.go down to the bottom then climb up the pipe thats on a angle
24th May 2007
and walk up and along it towards the yellow-tinted glassed-in walkway running along the far wall? I went up to it, tried to break the glass, climbed around under it…I know I must be missing something, but what?
24th May 2007
There’s a metal walkway on top of the pipes. Go to the very end of the walkway to the last panel of glass. Either it’s already broken or you can break it and enter.
24th May 2007
I’m loving this mod, phantom sniper and all
. Bravo Bluestrike!
**possible spoilers!**
But I’m truly stumped, and need help. In the Citadel level, where Striders are being lifted via elevator to the upper levels.
I’m in a hallway (look at the photo “med-awakening-10″ above) with a health and armor charger on the railing and a barrier in front of me. I see a switch on the railing beyond the barrier but I’ll be darned if I can get past the barrier.
Can anyone help? Thanks!
24th May 2007
Thanks Goddess Alyria and andyb. Mmm, that’s strange. I went to that same window before and tried breaking it with the crowbar. Just went back in and there’s no window there at all!
Hi slappy, if the blue energy field barrier is still up, you press the button just to your right to deactivate it (after grabbing and throwing the sentries with the grav gun to knock them out). Then move on through and into the corridor beyond.
25th May 2007
Hiya NoBob,
I think what happened was when I entered the hallway, the first force field stayed up, preventing me from getting to the switch.
I restarted the level and it went fine.
Thanks for the assist!
26th May 2007
Comments from an old fart….
I loved this mod. It has to be one of the best (and most enjoyable) mods I’ve played in months. I ALWAYS play on ‘difficult’ and found the balance to be challenging without being frustratingly difficult.
I really enjoyed the atmosphere created by the snowy hills and mountains. It even felt cold…brrrr! Things worked as they should have, and I had no problem progressing through the game. I would have liked more ammo; I found myself running back to the crate of rockets quite often (I REALLY like blasting combine with the rocket launcher!)
I was quite impressed with the rock slab quarry. Someone put a lot of thought and research into that. It’s refreshing to see originality.
I hope this team does more. They’ll have fans waiting for their work.
26th May 2007
Things worked as they should have? Your luck must be better than mine. I got as far as the part with the crane and the red barn-looking building that has a “Z” on it.
At that spot, I killed all the Combine (no small feat, given that my best weapon was that pathetic machine gun), then came out to find…no buggy! I found it at the bottom of the icy river. Getting it out with the gravity gun was…interesting. Good thing there are serious clipping issues with that big boat that would have otherwise been in the way, or I’d have never been able to get it out.
I’m also stuck at this point. I can’t find a way to get past that force field in the “barn” to unblock the road.
I’m glad third-party mods aren’t representative of how games are shipped. If they were, I’d have stopped playing them a long time ago. It’s just too problematic and frustrating.
26th May 2007
You did well to get the buggy out of the icy water!
Getting over the force field in the red barn, Chianti, is mentioned earlier on this thread:
Either use the gravity gun to pick up the wooden plank lying on the floor and make a ramp out it to climb over the force field, or, do it the way I did it, and jump onto the back of the old truck and from there jump from one concrete partition wall to the other and then hop over the force field.
26th May 2007
Thank you very much, NoBob. It wasn’t until after I had posted that I took the time to review some of the other comments here. I now see that all of my issues had already been encountered by other users.
It seems every map/mod I try requires me to hunt down explanations, walkthroughs, and verifications for “Is this supposed to happen?” types of things. Frustrating.
My opinion is that you shouldn’t have to worry about things like the buggy rolling away. Some people claim it’s good because it adds realism, but that makes no sense to me. Not much about the game itself is realistic to begin with–the way you can somehow carry all those weapons and supplies, the way you magically return yourself to health by touching some sort of first-aid kit, and especially the way you can take a barrage of bullets without dying (especially with an exposed head!).
26th May 2007
That’s why it’s called a GAME!
It seems every map/mod I try requires me to hunt down explanations, walkthroughs, and verifications for “Is this supposed to happen?” types of things. Frustrating.
Yes! Almost like real life, frustrating, at times. In these games, you can get away with these things, in real life “you got to be quick on the trigger, and one step ahead”
27th May 2007
i’m sorry to say this Chianti, but i think it’s unfair to comapir mods/mappacks to orginal games. those are made with a team of 50 man or more in severel years, (ok, they have invent and make all the things that a modder simply can use). but i think you understand what i’m trying to say. we modders make these mods without getting payed for it, it’s all free and just for fun. and again, original levels are made sometimes in months.
leon