Starting in a small warehouse, you must use the large elevator to descend the lower levels.
Stopping at each one to extract any useful equipment and kill the soldiers.
The last one has a small surprise. Good Luck!
Basic Details
- Title: LC by SLux
- File Name: hl1-sp-lc-by-slux.7z
- Size : 194.30kB
- Author: Slux
- Date Released: 05 November 2010
- Source: HLFX.ru Fast Level Design Comp.
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Installation Instructions
- Copy lc_by_slux.bsp into your Half-Life1 Maps folder.
- Launch Half-Life 1
- Open the console and type map lc_by_slux.
- Press enter/return or click the Submit button.
- Play and Enjoy.
If you require more help, please visit the How To.. page.
Screenshots
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WARNING: The screenshots contain spoilers.
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Another entry in the fast mapping comp. It’s actually a nice concept, but the execution is too limited.
If each level had a much larger area and required the player to do something to make the elevator go down to the next level, so as to stop players just pressing the button etc.
Alternatively there could be multiple elevator that only go down one level – for security purposes.
The height between each level should be much higher too, to prevent players like me, staying on the level while the elevator goes down and picking off the enemies.
So, there’s not much to it besides the concept and the portal at the end doesn’t work (That’s not he surprise! – although it’s not hard to guess what it is)
Play it only if you have 10 minutes free with nothing, and I mean NOTHING, else to do.
Phillip’s pretty much said all there is to say about this!
Its a 3 out of 10 on the fun scale for what there was of it and it didn’t look too terrible. As for combat, it’s not exactly challenging even on hard. I tried very hard to think of more to say about this one, but I can’t!
Exit stage left.
We found ourselves in the storage with boxes, where we return fire to few ninjas. The storage is not exciting, because it itself is a box. Then we take some weapons from boxes, and go to the cargo lift.
Then it is a boring and monotonous way down, cleaning floor after floor. The doors won’t open on any of them, so we’re basically cleaning the same place multiple times.
It’s good that the author decided to add a completeness to his creation, but the ending is buggy: the screen continues to show immediately after fading, and it doesn’t return to the main menu.
It’s a typical “think twice” for me, because nothing is good here except for the gameplay.
I liked the idea, but I didn’t really enjoy this.
As stated earlier, you go down a huge lift and kill many grunts on several different levels until you get to a glitched ending. Very easy to complete and so the gameplay wasn’t too fun for that reason. The mapping wasn’t too bad, but there wasn’t much of it anyway, Gets boring relatively quickly but will take you less than 5 minutes.
Not the most fun I have ever had, but maybe worth playing if you want a quick one.
The concept of the platform going down one floor at a time was kind of interesting. Unlike Philip I liked picking off the enemies from the floor above. The higher ground wins! This was a short little mod and not overly challenging, but it’s worth a look if you have nothing better to do.
I liked picking them off too, but I felt it was a design flaw.
This is really a mapper beginer work, no big deal at all, and is probably only for real fans whose want to play everything, the end is really loosy and disapointing and there’s nothing similar to a “big surprise” unless I have missed it, I didn’t find anything.
A small nice map that could be better. No puzzles, somes crate and ennemies, and an exit. None of the 8 levels contain real challenges and the result is a little short but not nasty.
I didn’t have high hopes for this one when I saw it was for a fast level design event. But what’s here is actually not too bad. It’s simple, and kind of easy (depending on how you approach the first encounter) but I kind of liked the idea.
It’s certainly not bad for a fast level design, or for a few minutes of diversion. Nice concept that should be expanded.
Altho Phillip and the others mentioned everything important already, there is to say the idea with the elevator itself is not that bad, it’s even some sort of a lil puzzle as I descended down a level and…
“Uhm okay, where to go now? Is that all? Hmm I hear soldiers, maybe they’re up again? Let’s hit the elevator switch again! Oh, it goes down again!?”
Yes, it’s simple but it’s not bad in my eyes, so I like the idea of cleaning every new level down somehow..
Pro’s:
-Interesting beginning
-Good combat action
-Plenty of ammo, health
Con’s:
-Very basic design, no variation
-Very short playtime
-Too easy
-No story, puzzles etc.
It’s another one of those mediocre gruntfest maps, so you get the idea.
Even though it may sound unoriginal, the concept of the elevator is really interesting. And the enemy placements aren’t really that bad either.
But, it’s too EASY. You can find ammo, health and armor almost everywhere. And there is also the “some crates break some don’t” element, which is also really annoying.
You can’t even make the map more challenging. Every time you load a map with the console, the difficulty is always set to easy!
I think that in the end there’s also a portal, but it doesn’t work. I guess this is where the level ends.
Overall, if you want to kill some grunts, then play this map. Otherwise, stay away.