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"We've Got Hostiles"

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This page covers a single section of the game. For the full plot overview, see the game's associated storyline page.

HL BMRF HighSecurityMaterialsStorage.jpg
"We've Got Hostiles"
Game information
Designer(s)

Unknown

Map(s)
  • c1a3
  • c1a3a
  • c1a3b
  • c1a3c
  • c1a3d
Previous chapter

Office Complex

Next chapter

Blast Pit

"We've Got Hostiles" is the fifth chapter of Half-Life.

Overview[edit]

For the story information, see the Half-Life storyline article.

The chapter takes places in a large storage facility above the Administration Center. Here, the player encounters Marines sent in to cover up the incident. This means killing survivors. The player must make their way through a series of Cold War era storage rooms to reach the surface. There are many Laser Trip Mines and sentry guns set up by the Marines along the way.

The surface isn't any better. There is a circling Osprey helicopter that occasionally drops Marines into the area. The constant mortar attacks rock the area from time to time. The player has no choice, but to retreat to the central ventilation shaft. The air ducts lead to the locked security booth at the beginning of the chapter.

The scientist hiding in the room tells Gordon that the science team at the Lambda Complex might be able to end this catastrophe. Since the transit system is out, Gordon must go through the decommissioned rail system beyond the silo complex to reach there. The player can use the console to unlock the door to the Silo D. This new area leads to the next chapter.

Development[edit]

Alpha[edit]

Main article: The Security Complex

The Security Complex is the predecessor of "We've Got Hostiles", and is the third chapter in the Alpha version of the game. It takes place in a large warehouse facility built around a silo. The entrance to the silo is at the beginning of the chapter, but is inaccessible. The player must go through a series of storage areas, and solve a fan puzzle to unlock the door to the silo from a control room on the surface.

Other versions[edit]

In Day One, the Submachine Gun is first found next to a dead security guard in the first storage area. Valve Theme from the soundtrack plays when the player picks up the weapon. The storage area has inaccessible air ducts on the walls in this version.

The player can break the table in the cafeteria into the pieces. This shows the amount of detail the game was to have for breakable objects, but had to be cut to have the game run faster on low end computers, late in the development. Diabolical Adrenaline Guitar plays when the scientist is killed by a Marine, instead of playing in the elevator directly after. When the player reaches the surface, it's daytime instead of sundown. The demo ends at the central ventilation shaft.

The chapter remain largely unchanged in the console ports. The demo of the PlayStation 2 version features portions of the chapter with several changes. The first hall leads to the storage area where the elevator to the surface is. The other areas are inaccessible. There is an Apache helicopter on the surface. The player has to use a rocket launcher to take it down and complete the demo. The level code for the chapter is "Soldiers Visit Black Mesa" in the Dreamcast version.

Behind the scenes[edit]

  • There is an unused animation (c1a3_emerge) for the security guard in the booth, showing him escape from the air duct after getting pulled inside by a zombie. He was to crawl back to the booth and die on the floor because of his wounds. While not seen in the animation, the Entity Guide for Half-Life confirms that the guard kills the zombie.[1] In the SDK for Half-Life, the source files for the animations bear the prefix c1a3a, which indicate that the scene may have been intended to be used in another map in the chapter.
  • In the chapter Office Complex (map c1a2b), there is a dying security guard with another guard kneeling next to him. In the SDK for Half-Life, the source files for the animations bear the prefix c1a3, which indicate that this scene was originally created for the chapter "We've Got Hostiles".
  • Originally, the G-Man was to be in the booth at the beginning of the chapter, staring outside, while straightening his tie. He was to ignore the scientist, and not open the door to the silo complex. The animation for the G-Man is still triggered when the player enters the area, even though the G-Man or the animation are not present in the map.
  • Bill Van Buren was to have his own room in the chapter. The filename for his door sign texture is "signc1a3_3". It is used in the chapter Office Complex.

Gallery[edit]

Pre-release[edit]

Retail[edit]

Other[edit]

Associated media[edit]

References[edit]

  1. Worldcraft, Half-Life Entity Guide (hl_ent.hlp)