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darkphoenix

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Registered:
Mon May 16th 2005
Website:
http://http://www.petesplace.id.au
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Fri Jan 9th 2009
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Australia
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I started working on my first HLDM level relatively late, towards the end of 2003, with HL2 (potentially) just around the corner. I'm still building levels for Half-Life because that's what we play at work...

Maps

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This is a research lab nestled precariously in the caldera of an active volcano. Above the close-study platform, enclosed in a cube of concrete, are three levels: storage, recreation, control. The only means of access for scientists travelling to and from the lab is the weekly helicopter drop to the helipad on the roof.

This is a cut-down version of "LavaLab" (making a cut-down post-disaster variant of each of my levels is almost a tradition with me, these days, but this was my first.) The entire lab has been encased in molten rock, and is a lot more claustrophobic than the original...
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In a remote region of the Tibetan plateau, nestled amongst the mountains of the Kailash Range, lies an ancient necropolis whose very existence raises questions which shake the foundations of our knowledge of early civilisations. Although only small, this pyramid shows undeniable aspects of both Egyptian and Incan influence. Details are still sketchy, however, for both teams sent to investigate seem to have disappeared without a trace.

The original design concept for this level was somewhat larger; ultimately it began to push at the limits of Half-Life's game engine, and its playability began to suffer as a result of its size, so I made the decision to split it into two. Soon thereafter, "two" became "three".

Necropolis: Mausoleum is the first to be released; the others should follow "soon".

Warning/apology: As with my previous levels, I got a little carried away with the scope of Mausoleum and built a level which perhaps isn't well suited to the HL engine. In particular, r_speeds are quite high (approaching 3000 in some areas.) 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!
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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.

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!

This level is the first half of what was originally going to be SlimeLab; its companion level is Lab17: SlimeLab. For the complete SlimeLab history, read this. There is also a post-disaster version of Storage: Lab17: Flood.