Lab17: Storage

Half-Life: Deathmatch HLDM
Lab17: Storage by darkphoenix_68
Posted 19 years ago2005-08-24 06:41:26 UTC • Completed • Half-Life: Deathmatch
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Name
Lab17: Storage
By
darkphoenix_68 darkphoenix_68
Type
Map
Engine
Goldsource
Game
Half-Life: Deathmatch
Category
Completed
Included
BSP
Created
19 years ago2005-08-24 06:41:26 UTC
Updated
19 years ago2005-08-24 06:45:58 UTC
Views
2283
Downloads
815
Comments
5
Rating
4.75 (4)
Reviews
0
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When the subterranean river of slime was first discovered, along with its unearthly fauna and mysterious crystalline growths, a nameless branch of the government scrambled to install a research facility to explore its potential for military applications. Soon after construction was completed, the installation suffered structural damage due to the inexorable growth of the crystals embedded in the surrounding rock.

This level is the first half of what was originally going to be SlimeLab; its companion level is Lab17: SlimeLab. For the complete SlimeLab history, see this:

http://www.petesplace.id.au/download/hldm/lab17/slimelab_history.html

There is also a post-disaster version of Storage: Lab17: Flood.

[Warning/apology: I got a little carried away with the scope of the various Lab17 levels, and eventually gave up all hope of keeping the r_speeds respectably low (mostly because I'm spoiled by having good machines to run them on.) Consequently this level is a bit of a hog, and it won't play properly under HL's software display driver. It runs fine on a 2GHz Celeron with OpenGL. You have been warned!]

5 Comments

Commented 19 years ago2005-08-24 09:49:43 UTC Comment #8677
I am at a loss of words to describe this map. To put it in a single sentence: Pete (the author) should have been part of the vALVE or Gearbox team and the games would have been even better.
I must say that while this map does not excel in a particular area (like bruswork, texturing, sounds etc), it is as a whole that mis map really works. Like I have mentioned before in the site's forums, there are different levels at which a map should work: Theme, Layout and detail.
In this map, detail is nice. I cant talk about the layout since I havent playtested it with people. The theme is outstanding, and a lot of imagination has been put to it (something which is sometimes lacking in maps).
I'm looking forward to "Necropolis: Mausoleum". You got yourself a fan.
Commented 19 years ago2005-08-24 10:55:07 UTC Comment #8679
Hm, the layout seems rather confusing. There appear to be two completely seperate areas, and once you've entered either of them, you can't get out until another player comes in; then you can sneak through the doors before they shut.

Some of the corridors are rather plain, and there are some vents which are agonising to crawl through, but it's mostly nice. Still some nasty cheap furniture dotted around. Very tidy, though. I'll say... four stars.
Commented 19 years ago2005-08-24 12:20:41 UTC Comment #8687
Review:
**************
+ Architecture. It looks great. Even those stacks of crates didn't look too boring. :o
+ Texturing. The textures don't repeat too much and make the map look even better.
+ Ambience. Sirens, alarms, falling noises... Great job with that.
+ Layout. (no comment)
**********************
+/- Gameplay. That central crate-stack area looks like fun, but the other areas just dont't look too good for deathmatch.
******************************
In total - this is a great map. The glass is still too damn strong, butthe whole map itself looks truly great.
Commented 19 years ago2005-09-04 23:33:41 UTC Comment #8860
Just a quick response to what has already been said about this map.

First, I really want to thank Kasperg for his kind comments; they really were a nice boost to the old ego! :-)

Second, I feel that I should point out that where Seventh-Monkey had some difficulties is pretty much related to one of Daubster's complaints: some of the glass in my levels is really quite strong -- fair comment there! The glass in the window of the two security posts does break, and you need to break it to get into the security rooms to push the buttons which open the doors at either end of the bridge. Of course, the glass there is supposed to be strong -- it is, after all, tempered security glass ;-) -- but I shall probably go through all these levels and rationalise the various glass strengths to get a little more realism, and a little more consistency...
Commented 18 years ago2006-01-25 02:52:31 UTC Comment #10676
K. Before I forget I would like again to say your readme.html files are the most beautiful I've seen, and a pleasure to read!! Excellent Stuff!

+First room looks absolutely pwn, pipes, original ladder, mangroves on top, lights, rock, lift, ambients, etc--all excellent!
+nice hidden/secret stuff
+neat that you have to use grenades/satchel to destroy the unbreakable glass.
+Neat interactivity: forklift forks!
+Nice detail item: Pallet! lol awsome :)
+wharehouse--storage lol--room looked awsome, especially round balcony atop
+Neat scream as you fall to your death--though I noclipped through much of that :)
+more neat secret stuff, elevator of death! probably didn't see it all
+hidden vents!

-That first puddle--first room--, is not as nicely styled as what I'd expect from a DarkPhoenix map!

Highly detailed, great architecture, and everything else in this one. I even liked the track lighting in this map, while not in one of your previous ones.

Excellent work in all categories. More great work from Dark_phoenix68!

5 stars

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