After the Black Mesa incident, you must go find Dr. Jim West so he can put an end to the disaster, and prevent the Aliens from taking over the world.
All while trying to save your own skin from the military and creatures warping in from Xen.
Sounds easy? Think again, it’s gonna be a rough day.
- Title: Escape
- File Name: hl1-sp-escape.7z
- Size : 10.9Mb
- Author: Christoph Bujlo AKA deciever and Dennis Scholz AKA Apo-k-Lyps
- Date Released: 01 January 1998
Linking directly to the PlanetPhillip, Modsite and GamesModding Direct Downloads will not work, please link to this page. Thank you.
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Click on the thumbnails below to open a medium size image. WARNING: The screenshots may contain spoilers.
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14 October 2006 at 6:06 pm
I really can’t say anything too bad about this mod. It was fun and challenging, but not impossible. The maps are all laid out very well, with the changes seamless and without error. The textures, while nothing really new, are placed together and fit correctly on all mapped surfaces. This great mapping is backed up by a solid story that doesn’t have you running around just shooting everything while trying to get from Point A to Point B. And while it may be hard for some, it is not overtly difficult or frustrating (on Medium anyway).
The story goes like this: After the Black Mesa incident, you must go find Dr. Jim West so he can put an end to the disaster, and prevent the Aliens from taking over the world. All while trying to save your own skin from the military and creatures warping in from Xen.
The end part you might recognize from Blue Shift, and that was cool, as is a special bad guy! The only problems I can tell from the campaign is that there are some slow spots in which a slow computer might get bogged down (mine did), but it really isn’t anything to worry about as it lasts only a second.
And speaking of second, the other issue I felt was there is no HEV suit to wear! Granted, you do have the HEV interface from HL, but the batteries and HEV charging points don’t work. So you go through the maps naked. eeps! Overall, I want to give this mod an award, but the lack of new textures/weapons/models makes me rethink the decision. 5/5 it is, without the award. (don’t let this discourage you from downloading it. its really fun).
Rating: 5/5
Good: Architecture is A+; Coherent story; Challenging, not hard.
Bad: A Few slow spots; no armor/HEV.
24 September 2007 at 10:26 am
Okay, to start off, I must say that I don’t like this mod – but not by too much. I will say that I thoroughly enjoyed the later stages of the mod, though. However it’s not exactly anything special nor do I really recommend it. I’ve decided to break it down and say why.
First, gameplay. The gameplay ends up being quite boring and unimaginative during the first stages of the game. A headcrab here, a zombie there… I wasn’t too impressed as it was nothing I’ve seen before. But when it came to the later stages of the mod, I was having fun. Why? I loved the challenge proven by the alien slaves. They were very well placed and there was just enough cover in the surrounding area to constitute some nice gameplay! The lack of ammo also provided a challenge, as I had to resourceful! But I thought this got a bit out of hand when I had barely anything except a couple of pistol rounds and a heap of explosives to fight against alien grunts in a huge, open area! Oh well, that’s just nitpicking, I guess. There’s some decent puzzles here, however, even during the first few stages of the game.
Now, design. I’m going to be blunt here. It’s not too great. The first stages of the mod constitute some bland brushwork with the occasional detail. Texturing was okay, but nothing too special. I got a bad first impression when the cylinders that cover the airlock door at the start end up sticking out the brushwork when they were receded! I will say that from the rail system onwards, the author(s) upped the ante with some interesting brushwork, (I loved the design of the area with all the radioactive sludge in the rail system!) but at times the design went straight back down again to being particularly boring. The outdoor area(s) had some nice looking details in some areas, but were honestly WAY too large and empty to be convincing. Lighting was nothing special overall, but it held up quite decently at times.
Anything else worth mentioning? Well, the intro was pretty – crap, actually. I’ll admit that it may be the fact that it’s in German, but from my perspective it was completely uninspiring. I was also pretty bored leading up to the accident, but a few things kept my interest. I’d say the author needs to add a few more detailed set-pieces and add another layer of interactivity to intro levels. I’ll admit that it’s a fairly open-ended part of the mod, with some decent exploration for those so inclined.
Overall, a decent, yet uninspiring mod. I didn’t like it, as said above, but I still enjoyed the later stages of the mod.
My recommendation:
—
Now I’m off to play the sequel. Perhaps I’ll like that more!
24 September 2007 at 10:39 am
Oh, I forgot to mention. There doesn’t appear to be ANY music in this mod, which detracts from it slightly.
I also thought the mod lacked ambient sound effects in many places. However the mod generally managed to provide sufficent ambience. (Although the alarm loop during the first few levels was a tad annoying… But that’s just nitpicking!)
28 September 2007 at 10:27 am
there is no need for me to add more cent here all comments syndicate review and Manual_Monaro resume perfectly what the mod is.
I actually think more like Manual and don’t find this one strong and solid. Perhaps in several spot but not overall, the high defenition pack is clearly use through the whole episode and the first arrive at the black mesa research facility is for me to close from the original game (include the before and after the incident traveling).
It was enjoyable but not exceptional for one hour and a half…
note: for the last sceen you need to rush to the tepelort and wait in this place if you backtrack you will encounter invisible wall and some impossible ending issue
22 December 2007 at 1:49 am
I need to point this out, the DL link provided here is actually for a beta of the mod. There is a longer, better, translated final version out. You may need to upload it and update the link. This will explain why some areas in the screenshots are never seen in the mod provided here, as well as the Syndicated Review mention the Blue-Shift-esque ending, which is only in the final.
22 December 2007 at 3:28 am
You maybe refering to escape 2
/posts/escape-2-half-life/
24 December 2007 at 8:17 am
No, Escape and Escape 2 are different mods, I’ve played both. If you played the mod provided here, you’ll know what I mean.
24 December 2007 at 10:16 pm
The author’s website is here, the same as Escape 2.
25 December 2007 at 3:21 am
And the file is the same as here.I’ve downloaded 6 different copies so far and all are the same and same size.The one I found today was
hlescapefinal.zip got it from fspbananna place.
same bloody thing.
25 December 2007 at 6:41 am
You’d think the author’s site would have the latest version. Whether it does or not, I don’t know. However, when I played this back in April I made a note in its folder on my computer, “This mod seems to be an incomplete version of something else I’ve played.”
Since that was eight months ago I don’t remember much else, and even at the time I was uncertain, but the The Watcher may have a point.
25 December 2007 at 3:35 pm
True but if so why doesn’t he say where to get it or anything else.The last one I got,in the readme, the auther says its a final.Not a beta or demo but final.If its been redone to something else please post a name/download link.
24 April 2008 at 10:09 pm
Hi Folk,I am playing Escape 1, a great mod^^!I need help and don’t know why I have to do! I met the first Alien Grund, I have killed it. Now are many US Marines protected by a sentry gun…I have killed all of the Marines, but the doors behind this sentry gun (left and right corridors) are closed! Should I desactivated this gun, how?!
Thanks for your helpMoonsorrow
26 April 2008 at 7:12 am
Moonsorrow, break the window of the security booth to the right of the turret and press the button inside.
The author’s site is dmcia.de/escape/. I’m not sure what the escape.exe file mentioned above is, but the link given is to escape_dt_.exe. As The Watcher said, escape_dt_.exe is an older version of the mod, v1.0, and it is in German, as the name implies. The newer version is hlescapefinal.zip, v1.2, which has the lack of a working HEV suit fixed, some of the new content in English, and the maps more numerous and updated with human grunts.
26 April 2008 at 2:47 pm
Thanks guy but I finished the game yesterday…I have found the solution alone, I didn’t know, that I had to shot the sentry gun! ^^Moonsorrow
06 January 2009 at 9:50 pm
Great mod, sometimes tlike decay but a real single-player-mod. Not innovative but very well done.
17 May 2009 at 4:51 pm
Uhh, Planetphillip, i think we are the ones who play as Dr.Jim West.
31 October 2009 at 1:28 am
Wheres da link? Gimme a link pleaze
I is eager to play dis mod.
AliG ^_^
31 October 2009 at 10:12 am
This post has been fully updated and includes working links. Don’t forget to write a short review and add your recommendation image.