Deep beneath the surface of this remote island, at the end of a mile-long rail tunnel, lies this laboratory devoted to discovering the secrets of the slime. Sure, it's green, it's slimy, it smells bad -- but obviously there must be more to it than that! (People can get research grants for anything! Governments doubly so!)
This is the post-disaster variant of Lab17: SlimeLab. A severe earthquake has caused major structural damage to one side of this subterranean complex, destroying the slime storage tank and flooding part of the building (and the huge crack in the supposedly "unbreakable" window, allowing the flooding slime outside to pour in, didn't help matters!) Aftershocks continue to plague the lab...
[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!]
(11-24-2019) Edit: download link fixed by The Mad Carrot
The quake damage in the map is very nicely done. Architecture and layout are more than interesting, specially in the bigger areas of the map. Gameplay is distributed in different levels, and this is one of those maps where you can use all your skills with them (good places for shotgun, RPG, etc)
The lighting and sounds in this map are great, reminding us of the HL post-disaster atmosphere.
The only two minor things I could point out would be that one of the textures seems a bit overused (walls and ceilings at the same time) and some dark areas would be better suited for a singleplayer map.
5 stars anyway.
Superb map. Five stars. Get it!
Yes, the interior of this level (Quake/SlimeLab) does suffer from a severe lack if texture differentiation. So, to an extent, does Flood/Storage. Basically I got to a point in building Storage that I just lost enthusiasm for picking textures, and basically did the whole warehouse area with the one texture. That carried through to this level, where it is a lot more noticeable, primarily because it extends through to much of the "standard-sized" corridors and rooms too. (I suspect it's not too bad in the large atrium-sized rooms simply because it's not so obvious and overpowering.)
Once I finish the level I'm working on now, I will go back and re-texture these levels to make them a little less monotonous...
Parse error: parse error, unexpected '{' in /home/pete/public_html/download/download.php on line 21
Why ?
The problem is now fixed!
Thanks, and sorry...
Yeah, Quake was our favourite from Lab17 as well...