Half-Life: Eternal – Map Labs Test Tube #16

for Half-Life 2: Episode Two

13th August 2023

A simple challenge for this Test Tube (short competition): make a map inspired by the Doom series. Any Doom media was on the table – games, films (ugh), even novelizations?! As long as it oozed DOOM, the authors could make whatever they wanted.

Rip & Crowbar! Enjoy the 7 maps! And the absolutely superb introduction & background map by beefbacon, featuring the vocal talents of Gianni Matragrano, and music by Dee Leggett!

As always, if you’re interested in learning more about Map Labs and maybe even participate in their upcoming challenges, visit the Map Labs Discord.

Basic Details
  • Title: Half-Life: Eternal
  • Filename: sdk-2013-sp-mlc-halflifeeternal.7z
  • Size: 477 MB
  • Author: SpringWarrior, Alexandra ‘Maestra Fénix’ Bravo, Starman, beefbacon, RedZombie18, Paragon, Sir Perry, Leia
  • Date Released: 10 December 2021

Download Options

Download to your HD [477 MB]

Manual Installation Instructions
  • Make sure you have the Upcoming branch of the Source SDK Base 2013 Singleplayer installed in Steam and run at least once. (Properties – Betas – select upcoming from the dropdown list).
  • Copy the halflifeeternal, mapbase_shared, mapbase_hl2, and mapbase_episodic folders into your SourceMods folder.
  • Restart or start Steam.
  • Half-Life: Eternal should now be listed in your Library tab.

Reviewing

If you decide to use the Per-Map Opinion Images, feel free to use the file below as a template:

Half-Life-Eternal-Review-Template.txt

Entries

Listed as they are displayed in the mod itself:

Doomed Research by SpringWarrior
MooD by Alexandra ‘Maestra Fénix’ Bravo
Combine Mars Takeover by Starman
City 666 by beefbacon (bonus map)
Dark Halls by RedZombie18 & Paragon
Doom-unition by Sir Perry
Novoom Prospekt by Leia

Videos

Here is the awesome intro & background map from Half-Life: Eternal, by beefbacon, Gianni Matragrano (voice), and Dee Leggett (music).

Screenshots

WARNING: The screenshots contain spoilers.
Each map has 5 screenshots. Thanks to Coralilac for providing the screenshots!

1600 x 900

Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3
Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3 Single Player First Person Shooter Maps and Mods for Half-Life 1, 2 and Episodes 1, 2 and 3
Reader Recommendations
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Maybe
Play It Later
Play It Now!

1 recommendation, average score: 4 (out of 5), standard deviation: 0 (what's that?)
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Meta Review Data
Statistics based on 1 comment(s) with meta review data.

Installed:
Using Gauge: Users
Manually: 1 Users

Time Taken:
Average: 1 Hours, 9 Mins
Shortest: 1 Hours, 9 Mins by Niko
Longest: 1 Hours, 9 Mins by Niko
Total Time Played: 1 Hours, 9 Mins
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Play It Later

1 Comment

  1. Play It Later

    As a small disclaimer, i wanted to do a sort of in-depth review on this map, since there a literally none, so it got a bit long. This review includes my thoughts on each map and the time it took to complete them.
    If you don’t want to read the whole thing, here’s a TL;DR: It’s alright, there are some good maps, some bad and some ok, it was mostly enjoyable
    aight, it starts now

    Map 1: Doomed Research
    It is good

    The whole map, progression and feel of the gameplay are pretty good as far as the map goes, there were a few custom weapon models, custom enemies (though the headless zombies and the small drone things that had shotguns were slightly annoying in the parts they showed up), and some attack and ammo values were changed (Like the combine rifle, which now can hold a few hundred bullets and has heavy recoil.
    The music was good, though I’m not sure where it came from, or if it’s original.
    The whole level and combat design gave off big “Early Doom Wad” vibes, which seem like what the intention of the map was. As a small nitpick, it felt too bright to be a Doom level, slightly less or weaker light sources would have helped with the atmosphere.
    The introduction of the guns felt organic and was very reminiscent of how it actually goes in the original Doom (Pistol is given right away, shotgun is dropped from enemies, etc) and the way pickups floated was a cute detail.
    There were also a few secrets, not sure how many, by myself i found one (the crack in the wall of the chaingun room) which showed me a message saying that i found a secret, there is also the Crossbow, which is kind of out of the way and next to a seemingly useless room full of those tanky headless zombies i mentioned earlier, but i’m not sure if it counts since no message appears.
    The final boss was fun, the music was good and both it’s attacks and design were interesting, the small buildup with the rising box(?) thing was also great, but the ending being a small text box was a bit underwhelming, but not a big deal.

    Completed in 13:18, normal difficulty

    Map 2: MooD
    It is good

    First of all, the most noticeable part of this map are the enemy and weapon models, as they imitate a sprite based 2.5d style, similar to the classic Doom games. Though the models are very good looking and well done there were a couple of times when the weapon sprites glitched out, but nothing too major.
    The maps were also very well done, but a bit short and spammed monsters a bit too much and ammo was scarce when you didn’t get a new weapon, and they were obviously based on Hangar, Entryway and Nuts.WAD respectively.
    The start screen and the level end screen were also nice details. Overall it was the most “Classic DooM” feeling map of the pack, as it goes above and beyond to also mimic the visuals, and not just the level design

    Completed in 8:30, normal difficulty

    Map 3: Combine Mars Takeover
    It is bad

    The level begins nicely, you start in an empty room, get you HEV and a pistol, music starts blasting as soon as you’re ready and a door opens, leading to a metric ton of combine soldiers in the next room. Honestly, the enemy spam in this map make MooD’s “Deez.BSP” army look like a small friend group, every room is filled up in the middle, left and right with combine, it’s especially ridiculous when you realize that, considering you break the little box in the first room, you have a pistol and a single grenade to deal with the onslaught of the first room.
    Thanks to some luck I was able to grab a shotgun that made the room cleaning 10 times faster.
    The rest of the rooms are honestly just as bad, if not even worse. The next room is even more filled to the brim with hostiles. There are quite a lot of explosive barrels, but the positioning of them and the lack of a Gravity Gun makes them quite useless unless you just pick them up and chuck them at the Combine.
    There are a bunch of crates that serve as a full refill of your health, a bit of energy and some ammo. After you come back to the first room there are some invisible combine, they’re a cool detail, but also annoying as hell.
    The next room is not nearly as bad, but the room immediately after is absolute hell on earth. The enemy spam is worse than ever, it is filled to hell and back with Combine Soldiers, Elites and some weird red Metrocops (I’m honestly not too sure what they do, they just feel like lightly beefed up soldiers).
    After they’re somehow dealt with you press a button on the corner of the room and….. you’re booted to the menu. Honestly, that anticlimactic ending is the most fitting. At least the music was cool

    Completed in 8:55, normal difficulty

    Map 4: City 666
    It is okay

    (main reason being the absurd difficulty, if it was better balanced it would get a WOW from me, but if it wasn’t as pretty it would probably get a dire)

    Probably the map i expected the most from in this list, and honestly it feels kind of unfair to compare, say, Doomed Research to this one, the quality on this one is quite notable since the beginning, as the mapping is gorgeous and the dash helps set it apart from the others very clearly, as it takes more inspiration from Doom Eternal than the classic Doom games, which gives a nice breath of fresh air, as all the previous maps had a more geometric and basic approach to level design, while this one knocks it out of the park with some beautiful visuals that i can feel as if i found it on a promising moddb demo that lasts 7 minutes and hasn’t been updated since 2015, but i digress.
    After some appreciation and testing the dash, the first arena subtly hints at 3 of my main gripes with this map, that prevent me from giving it a 10 and inflated my playtime, which could have been around 10 minutes shorter without all the dying and falling off the arena.
    The first one is the pickup system, obviously, all the ammo and weapons are stylized like Doom Eternal, down to the glows and the floating weapons that bring me joy when i find them, but after some running around you notice a small problem, which is that the amount you pickup is honestly pathetic, i mean, i don’t want to exaggerate, but a lot of my issues in this map could have been solved if AR2 pickups gave more than 10 BULLETS.
    Same thing with the health and armor pickups, both of which give you 10 of the respective resource, and it definitely feels like armor pickups are rarer than gold sometimes. I understand that the same thing happened in the aforementioned golden child of ID Software, but the thing was that this restricted pickup system was there to incentivize the use of glory kills, the flame belch, and the chainsaw to replenish your resources, meanwhile in this map the pickups are your only friend unless i missed an important gameplay mechanic in the midst of my panicked running around, falling off ledges and quicksaving behind rocks after losing only half my health to kill a few Combine.
    Second: The arenas, as beautiful as they are, do not work as an effective place for combat. This is slightly noticeable in the first fight, where the walls are very restrictive and you only have 2 ways to go up, a jump pad and a convenient piece of debris, but is even more noticeable in the next one, where 7 (yes i counted them) of my 23 deaths were because of accidentally dashing away from my opponents and directly into my instant doom.
    These “mountain over lava” type scenarios were also heavily present in Doom Eternal, especially in the first few levels, but instead of dying instantly, you just got teleported back into land after a small slap to your health.
    The arenas in here, meanwhile, are way too small, and very occupied by tanky as hell enemies, i’ll get there in a second, and terrain, meaning most of the time you’ll be low on health, ammo and around 10 units away from falling to your death. The last arena is better at this, but that point is evaporated by the final boss; a hunter chopper that fires like 6 missiles every 10 seconds, and the INFINITELY SPAWNING ENEMIES that i guess were just teleporting into the corridor i just came from, though i’m just assuming, as i cleared out the area constantly before attacking the chopper, and still, no matter how many enemies i killed, i occasionally still got shot on the back by a new batch of soldier, but it could just be the map creator grossly underestimating how strong (and annoying) they were.
    Overall, this is the best in terms of visuals and gimmicks, mainly the dash, but is also the worst in terms of balancing, as you get very little resources from pickups, enemies do a lot of damage and tanky enemies, like those blue eyed things with long legs that i can’t recall the name of, are spammed willy and nilly, while you’re also constantly cornered by the constantly spawning enemies. The map is pretty to look at but is also soul crushing to play, the spam is not nearly as excessive as the previous map, but it’s more annoying and unfair because of the aforementioned issues. Maybe I should try replaying it on easy?
    TL:DR Map pretty combat bad

    Completed in 20:37, normal difficulty

    Map 5: Dark Halls
    It is good

    A nice and simple map, with a pretty unique visual style in the weapons and enemies that helps it stand out from the rest of maps, and the level design was very nice and “Doom-Like”, though it does end a bit abruptly, which makes it feel more like the first level in a doom wad rather than a standalone thing, which is pretty nice.
    The aesthetic of the enemies and weapons was really cool and unique, but a small criticism would be that, for the amount of enemies, the map was really cramped and the weapons (other than the shotgun) felt a bit weak.
    A nice and short map with not much to talk about

    Completed in 7:18, normal difficulty

    Map 6: Doom-unition
    It is dire!

    It’s ugly and has like 4 rooms counting the watermelon secret. Hey, at least there’s keys so you can tell they kinda tried

    Completed in 1:20, normal difficulty

    Map 7: Novoom Prospekt
    It is good

    Another pretty good map. The combat was fun and fast paced, the beginning sequence was very cool, and the general design was overall good. My main complaint would be 2 small things, since this map doesn’t really have much to talk about, which would the the weird red filter that the first 2 combat sequences had, which honestly made by eyes hurt, the Antlion Guard in the second fight, when you really don’t have the resources to deal with it well enough (i had to resort to pistoling it to death lmao).
    The fights reminded a lot of the gore nests, which probably means they were inspired by those, which would explain the red filter, and the stalker totems were a really neat inclusion. A nice note to end a mappack that was just kinda ok

    Completed in 9:47, normal difficulty

    Welp, that was that. Thanks for reading, and if you played it you should also leave a small review with your stats and thoughts. Have a nice day!

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