Lab17: Flood

Half-Life: Deathmatch HLDM
Lab17: Flood by darkphoenix_68
Posted 19 years ago2005-08-24 06:48:39 UTC • Completed • Half-Life: Deathmatch
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Name
Lab17: Flood
By
darkphoenix_68 darkphoenix_68
Type
Map
Engine
Goldsource
Game
Half-Life: Deathmatch
Category
Completed
Included
BSP
Created
19 years ago2005-08-24 06:48:39 UTC
Updated
19 years ago2005-08-24 06:48:39 UTC
Views
2441
Downloads
875
Comments
2
Rating
4.50 (2)
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 post-disaster variant of Lab17: Storage. Persistent earthquakes have caved in a section of the subterranean river, and the slime level has risen dramatically, flooding part of the complex. Much of what remains is running on emergency lighting: this is a much darker level than its predecessor, although quite a bit of effort has gone into ensuring it is not too dark...

[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!]

2 Comments

Commented 19 years ago2005-08-24 09:25:19 UTC Comment #8675
Good map, although not as good as other versions of lab17 like the quake one. The map is indeed dark but perfectly playable. Glimpses of the outside cave and secret ways to gain weapons and ammo make this map a good addition to the Lab17 series.
There is an issue that some people usually complain about. Some mappers solve the problem of big empty spaces filling them with crates. It is usually frowned upon, but in this map there is a good variation in their size and textures, and they actually have other purposes other than taking up space. Think about the official map Stalkyard. Crates made it fun! :)
Commented 19 years ago2005-08-24 12:26:30 UTC Comment #8688
Nothing new, just that the passage was broken. Looks nice anyway, imo.. :)

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