Once again Gordon Freeman has a new job in another top secret laboratory. Here, the scientists have found a way to free alien slaves from the will of their masters. They have already freed some and hired them to work in the lab. But there’s also a team which runs some crazy experiments on teleportation. There is a disaster waiting to happen!
- Title: Typical Disaster
- File Name: hl1-sp-typical-disaster.7z
- Size : 1.58MB
- Author: NX-317
- Date Released: 22 May 2011
Download directly into MapTap [1.6MB]
You MUST have MapTap installed before using this link.
You can still use it with MapTap once you have downloaded it.
Please note: the readme file has instructions for installing the maps to a Non-Steam installation.
- Copy the contents of the TDisast into your Half-Life 1/Valve folder.
- Launch Half-Life 1
- Open the console and type map lab_a.
- Press enter/return or click the Submit button.
- Play and Enjoy.
If you require more help, please visit the Help page.
The playthrough below is provided by Podcast 17 Let’s Play. See more of the playthroughs on this site: VP: Podcast 17
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots contain spoilers.
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Now, even though I have used the PLAY IT! recommendation you need to know that there are some incredibly hard jumps in this mod. So hard, that I cheated for most of them.
I am not a big fan of hard jumps because I think it’s a bad design choice.
Anyway, you get to visit Xen again and have the long jump module, which some will love.
The action is generally fine but remember, some fights you can’t win and running is your best option.
Thanks to NX-317 for sending me the file and allowing me to be the first to publish these maps.
Enjoy
I love nostalgia about HL, I liked this one, I like to feel that HL1 feeling again, no words, if u love past u should play every HL map it came out this days no doubt about it!
This would have been a wonderful HL map (I do love Xen and rooms that change during the gameplay), if it wasn’t for those ridiculously hard jumps! I did all of them without cheating (I had to use noclip twice but made them normally after reloading) and while long-jumping as such is bad enough, I don’t understand why the author did move some of the islands so far away from each other that every millimeter counts and in one case obviously on purpose obstructed the jump-in location with some geometry. At least these two bad issues should have been removed when he looked the maps over for the release here. Or maybe he is a sadist who just wanted to make people hate his otherwise great work ;)?
I’ve extracted it to half-life, valve, maps…and combinations of all of them, but it still doesn’t load, nor is it “found” on the server…so what IS the right path ?
There is no right path because there are a few options. Firstly, are you 100% sure the maps are in the maps folder? Can you see them when you open the folder in Windows explorer? I am not 100% sure where you need the “liblist.gam” file, but I added it to the Valve folder and the maps all worked for me.
I really enjoyed this. Fairly decent mapping overall. A few hard jumps during the Xen parts but they were far from impossible; you only had to stop and figure out for a few seconds on how to tackle it. Overall an enjoyable map with some challenging jumping and combat sections.
Thanks for posting this so fast, Phillip. I also would like to thank everyone who takes the time to comment and rate. And thanks for the high ratings, too.
The liblist.gam is needed only if you install the mappack as a mod, in separate folder. If you want to copy it to “valve” folder you only need to copy the “maps” folder.
As for the hard jumps, sorry about that. I did them so many times that I completely forgot that they can be hard for some people. I really didn’t mean to frustrate anyone. I actually worked on them, they were even harder in the earlier versions.
I uploaded the map trailer. It includes the walkthrough of almost all jumps.
http://www.youtube.com/watch?v=A9zDim30TRI
You are most welcome, and thanks for making it!
I found this mod to be repetitive and boring, I like Xen when it’s done well, and this for me was not. I see no point in making jumps this difficult to achieve, it just leads to frustration and a lost of interests. Apart from the jumps the rest did not hold together for me and I found nothing in the gameplay or design to hold my concentration.
Fun map, albeit short. I enjoyed the map design, although some of the parts in Xen were pretty tough in terms of figuring out where to go and making some of the jumps. There wasn’t too much action in this map in comparison to the amount of time spent walking around, but what action there was is nice.
This mod is excellent, although it is quite short! Fan
It’s true, I recognize that in some places it’s very hard, especially for jumps and a few fights (I had to cheat) but otherwise it’s a quality mod!
PLAY IT NOW !
I have to agree mel here in many way, except I don’t like Xen mods or just being on Xen, except (lol) there are no too difficult jumps needed and also no horrible design..
So this mod is hmmm..weird, it began quite nice but as soon as being on Xen it’s just frustrating me…
Pro’s:
-Some nice level design and lightning
-Hmmmm I dunno what else..
Con’s:
-Weird designed maps
-Unfair placed monsters
-Hard jumps
-Story?
Strange, really strange. First Xen map has earth gravity, but second area has “normal” Xen grav? And few times I felt like I was playing one of these KZ jumping maps.
And it ended so suddenly. “We have fixed teleport thingy”. Ok, nice…So when that happened, I was just jumping from map to map, and then it’s all fixed.
I have mixed feelings about this mod. I think it has a lot of cool ideas but it overall lacks polish, and some of the gameplay is confusing and frustrating. In general it’s worth a look for the neat ‘spliced” sections that mix Black Mesa and Xen in clever ways.
I think the opening area is definitely worth exploring, as it hints at things you’ll see for the rest of the pack. Unfortunately it’s easy to miss a lot if you decide to take the elevator before checking around everywhere – it might have been better to make it clearer to the player that leaving via the elevator would be a one-way trip. I also don’t like the use of an invisible wall to make sure you pick up the HEV suit. Yes, it’s good to make sure the player has one but unlocking the elevator or a door or using Barney’s script from the original game is a better way than just an invisible wall.
Much of the rest of the game is Xen jumping, which I didn’t have many problems with. But to see how frustrating it can be for people, just watch William’s video (jump to 7:40 to see what I mean) – and he’s an experienced player. Some of the jumps are tricky for sure, but overall I think the bigger problem is that it’s not really clear what’s happening or where you’re going. And that’s what I have an issue with. Several times the game reloaded my last save and it wasn’t clear why (apparently you have to keep the scientists alive as well – which should have been either obvious or told to the player somehow).
I really liked how the sections from the lab were broken up and spliced into Xen. It gave a neat rift effect similar to Infinite Rift among other maps we’ve seen. Also on the return to the lab bit, it’s nice to see things destroyed or changed (like the scientist who moved his desk to barricade the door). Clever touches like this are what makes this mod perhaps worth a look, although the gameplay itself may frustrate you.
I do hope to see more from Emo as it’s clear he has talent and a knack for interesting ideas.
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