Basic Details
- Title: The Swimming Pool
- File Name: hl1-sp-the-swimming-pool.7z
- Original File Name: sp1.zip
- Size : 440Kb
- Author: Erik Kreemers
- Date Released: 01 January 2001
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Total Downloads
Please note: These statistics are valid from December 2010
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968Overall
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Meta Review Data
Statistics based on 3 comment(s) with meta review data.
Installed:
Using Gauge: Users
Manually: 3 Users
Time Taken:
Average: 0 Hours, 20 Mins
Shortest: 0 Hours, 7 Mins by reaction
Longest: 0 Hours, 32 Mins by monster_urby
Total Time Played: 0 Hours, 59 Mins
Using Gauge: Users
Manually: 3 Users
Time Taken:
Average: 0 Hours, 20 Mins
Shortest: 0 Hours, 7 Mins by reaction
Longest: 0 Hours, 32 Mins by monster_urby
Total Time Played: 0 Hours, 59 Mins
Bland, damn-near impossible to find the HEV suit without any help, had to noclip a few times, and it’s way too hard.
Pool’s closed!
very difficult game only manage to finish it by impulse 101 and noclip very complex puzzles
You know what? I really like the thinking behind this map. The player is massively under-equipped (maybe too much) at the start and you really need to work hard in order to solve the issues put in front of you.
Now, there are a number of issues with this map. For one, the player doesn’t start with the HEV. In fact, this is one of the items you need to acquire during the map in order to effectively beat it. However, there is a LOT of combat before you get the suit, which means not knowing how much health or ammunition you have available. Not only that, but it makes weapon switching SUPER awkward.
Also, the start of the map is simply not possible the first time around. Narrow corridors with zombies in, only one of which leads to the crowbar. Once you get the suit, the map is still plenty challenging, but at least you know where you stand, and you get the ever so vital flashlight.
Another problem I encountered is that certain objects appear to be pushable, but they’re stuck. In one case I had to use noclip in order to proceed, since the item I needed to push would not move.
There are also a lot of areas where you require finite or breakable assets to proceed. This kind of thing can easily lead to softlocking the map. It also suffers from a lack of narrative. I found a key and had no idea I had, nor what that key was supposed to unlock. I can only assume one of the doors I passed through on my way to the end was locked previously? That wasn’t terribly obvious.
So why do I like this map? It’s very similar to an idea I’ve had in the past. An almost Metroidvania style map where you collect items in order to progress.
Maybe this will give me the nudge I needed to explore that concept further, because it totally works.
Manually
Hard
32 Minutes
Starts with the classic old trope of not giving suit straight away, pretty annoying. Had to noclip to reach vent. Had to noclip to get out of water. Progression is broken, not wasting more time on this map. I was looking forward to it because of the name, what a shame..
Manually
Medium
7 Minutes
When you grab the key, the game is over. I think he just left the map develpment in there and had gone. Supposedly that key should open the grate door, but it won’t open at all. And the guys arrived in the truck, they just in there to replenish areas with soldiers. The key actually do not open any new door at all. And that explosive crate blows to quickly in order to grab the ladder and if it blows, you are stucked in that bottom forever.
Manually
Medium
20 Minutes