Map Labs put an interesting spin on the main challenge #7 – entrants had to select 5 grid spots in a row from the grid below for the framework of their map. The grid combines settings, setpieces, and map objectives with some bonus challenges for some spice.
The result? 14 new maps, and 2 bonus maps for you to enjoy!
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!
- Title: The Grid
- Filename: sdk-2013-sp-mlc-thegrid.7z
- Size : 657 MB
- Author: BeefBacon, asd417, DeanAmythe, Dot Operator, Ian ‘Idolon’ Spadin, Yrrzy, Pont, Sam ‘Startacker’ Ricker, ThatsRidonkulous, sitkinator, timCopwell, Womble, Rocky, Kimberly ‘iiboharz’ B.R., Jaycie Erysdren, IK72, Strontvlieg, MetroHam, D. Ciefstatten
- Date Released: 15 February 2020
- 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 “thegrid” folder into your SourceMods folder.
- Restart or start Steam.
- The Grid should now be listed in your Library tab.
If you decide to use the Per-Map Opinion Images, feel free to use the file below as a template:
TheGrid-Review-Template.txt
Listed as they are displayed in the mod itself:
Relic by BeefBacon
Medical Mayhem by asd417
Power Level Up by DeanAmythe
XVI: The Tower by Dot Operator
Mule by Ian ‘Idolon’ Spadin & Yrrzy & Pont & Sam ‘Startacker’ Ricker
Infestation Zone by Sam ‘Startacker’ Ricker
Mayday by ThatsRidonkulous
Pzel by sitkinator
AXIS by timCopwell
Un-impounded by Womble
Lost Transmission by Rocky
Recuperation by Kimberly ‘iiboharz’ B.R. & Jaycie Erysdren
S.L.A.Min’ BAM! by IK72
Sudden Malcompliance by Strontvlieg
Breached-Side by MetroHam (bonus map)
The Crossroads by D. Ciefstatten (bonus map)
WARNING: The screenshots contain spoilers.
Each map has 5 screenshots.
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3,116Overall
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0Today
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2Last 7 days
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17Last 30 days
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374365 days
Using Gauge: Users
Manually: 3 Users
Time Taken:
Average: 5 Hours, 12 Mins
Shortest: 4 Hours by Hec
Longest: 6 Hours by vancanucksfan
Total Time Played: 15 Hours, 36 Mins
This release is currently not in a collection
If you believe this release is missing important tags, please suggest them in a comment?
I’m sure I’ve played this before…the first map at least…is it new or has it just been re-released or something ?
Released a couple months ago. So, recent but not brand new.
Not working on linux
Game starts and then quits after the valve intro screen. Any recommendations.
Sorry, I don’t think the Map Labs code base supports Linux.
I’ll try to make it work under linux but only thursday – untill then I have to to kill some corona viruses 🙂
I’ll give you an answer not later than friday.
We’re lucky, it was pretty easy:
From
~/.local/share/Steam/steamapps/common/Half-Life 2/episodic/bin/
you have to copy “client.so” and “server.so” and paste them into
~/.local/share/Steam/steamapps/sourcemods/thegrid/bin”
folder (where you’ll find the “client.dll” and “server.dll” files)
Take care not to CUT-PASTE but only COPY-PASTE !!!
Start the game from the list and everything should work as expected.
Have fun!
This may work fine for some maps but will probably break on many. The Map Labs mods use a custom code base, that includes things like the stun baton and SLAM, and I think extra allowable projected textures.
As I said before I don’t have much time to spend till thursday so I’ve started only the first map (it’s ok, it works just fine). I’ll check all of them later this week.
Already tried that. Still same issue. Have not been able to find a solution online.
Well, let’s try to fix it! For me, the only experiment who crashed the game was AXIS (no. 9). I’ve figured out that there were some linux-related problems: for any mod to run on linux it is mandatory that all folders/files are lowercase. Linux is case-sensitive so a folder called “Linux” and another “linux” are two different folders.
Digging in the mod directory I found that “thegrid/materials” has a folder named timCopwell. I changed it to timcopwell, same in “thegrid/sound” and no more crash!
You said that for you the mod starts and then crashes.
– Do you manage to start any experiment or not?
– At least, can you see the list with all the experiments?
– What flavour of Linux do you use?
– What MESA version do you use? (mine is 20.0.6-2 on Manjaro Linux)
– Do you have any other mods who are playable on linux?
Generally crashes may occur if the gameinfo.txt is faulty or the client.so is missing (the game crashes at start!). Steam for windows will give you an error message, Steam for linux will not! That’s bad because you don’t know what caused the crash.
If you have time to answer me I’ll try to help you
Been really busy with work.
The screen with the experiments does not show up. Mod quits before that happens.
I’m aware of Linux case-sensitivity.
I’m running Linux Mint 19.03 xfce desktop
OpenGL version string: 4.6.0 NVIDIA 435.21
Well, the OpenGL version seems to be OK, you copied th .so files BUT verify the file permissions: mine is rwxr-xr-x (“Owner” is allowed to read, write and execute, “Group” and “Others” only read and execute).
Also check that “Allow executing file as program” is ticked.
The other problem that might occur is the “gameinfo.txt”
Mine is like this (starting from SearchPaths, the first part does not matter in this case),
I don’t remember if I changed it or not 🙁
SearchPaths
{
game+mod+mod_write+default_write_path |gameinfo_path|. // Mod
gamebin |gameinfo_path|bin // Mod’s Binaries
// Base Half-Life 2 Content: ep2, episodic, hl2
game |all_source_engine_paths|ep2/ep2_english.vpk
game |all_source_engine_paths|ep2/ep2_pak.vpk
game |all_source_engine_paths|episodic/ep1_english.vpk
game |all_source_engine_paths|episodic/ep1_pak.vpk
game_lv hl2/hl2_lv.vpk
game |all_source_engine_paths|hl2/hl2_english.vpk
game |all_source_engine_paths|hl2/hl2_pak.vpk
game |all_source_engine_paths|hl2/hl2_textures.vpk
game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
game |all_source_engine_paths|hl2/hl2_sound_misc.vpk
game |all_source_engine_paths|hl2/hl2_misc.vpk
platform |all_source_engine_paths|platform/platform_misc.vpk
game+mod |all_source_engine_paths|sourcetest/sourcetest_pak.vpk
// Find loose files that are not in the vpk’s
game |all_source_engine_paths|ep2
game |all_source_engine_paths|episodic
game |all_source_engine_paths|hl2
platform |all_source_engine_paths|platform
}
}
}
If asterixer could start and play the mod under Ubuntu, there is no explanation why you cannot do that, as far as Mint is (with small differences) some kind of Ubuntu…
Thanks for the tips. I have all the same settings. So I will need to figure out what is wrong. maybe re-install the software.
Played the first 5 maps under Ubuntu 20.04. No problems so far. copied the .so files.
Map 2 : Medical Mayhem
The room with the grid: I’m supposed to do something with the two electric cables. But what?
(I can lay them in the water, but nothing happens)
Someone gives me a hint?
This to me was a perfect 10 map, among a group of (mostly) great maps. In terms of puzzles, some like this are difficult but ultimately the solutions came to me.
If this is the same room I remember that you are referring to, first get the power going. Then that presents you with a new problem. You will have to think through how to accomplish what’s required without dying (quick save suggested) 🙂
No, it is’nt that: it’s in a large room, the middle filled with water and a grid you have to swim under to reach the other site.
At the other site there is also a cable and putting the end in the water you put electricity to the water.
In the corner is a hatch of the ventilation wich leads you to a little room with a door and some goodies. thats it there – no way out.
Nor can I find a way out in the room with the grid … 🙁
You have to find a way to drop the cable when you are on the other side. Maybe put it on something that you can shoot from the distance ….
Put the plug on a physics prop, go to the other side, use the Gravity Gun to tilt the prop so it falls over, jump out of the water before the plug hits the water.
Wow!!! I just patted myself on the back for doing that without a hint. I put the electrified plug on a crate, in the water, swam under the wall and shot the crate to break it, allowing the plug to fall into the water.
Thank you both, I’ll have to repay the map because I abondonned it. I’ll keep in touch !
Grr.. was searching the outside by the other side … (even by noclip !!) Thank you! the gate is open now. 🙂
You don’t have to do all that. You can just use the gravity gun to pull the plug into the water.
liked most of the maps. My fav : Lost Transmission. Great with all the water rising.
You don’t have to do all that. You can just use the gravity gun to pull the plug into the water.
This isn’t where I chose to post that comment but I can’t edit or delete it.
Does anybody know how to solve the lightbeampuzzle in axis?
I am also stuck on the lightbeam puzzle in Axis, I cannot make any sense of it and you can’t just noclip trough it.
A lot of interesting items here. I couldn’t solve Axis so had to give up on that one. I also got stuck several times in S.L.A.Min’ BAM! with no way to advance so I suspect some beta testing was needed on that one. Most other items were pretty good.
Manually
Medium
6 Hours
In S.L.A.Min’ BAM!, what do I do once i’m in the crane ? Anybody know? I can’t knock the generator out with it. I tried that .
Never mind, I finished it now. The ending was a bit weak though (you get overrrun by a train).
I can’t play the game. Game starts and then quits after the valve intro screen. One second I see a “loading” in the right corner below, but then it quits. I read about the same problem with Linus, but I have Win10. Who can help?
Did you follow the installation instructions? You specifically need to opt in to the Upcoming branch of the Source SDK Base 2013 Singleplayer.
Guys, i have played all of the maps, they seemed OK, and then i encountered the S.L.A.Min’ BAM! by IK72, i played the map for 10 Minutes and then my PC shut down, and after turning it on i once again started the map after 10 minutes same happened, i didn’t had any problems with the other maps but this, shuts down my PC. Did anyone of you encountered the same problem?
Hi! I’m just a player. I have no idea how to mod and program things. I’m astounded by the amount of work and love people put into their level. Creation is a beautiful and horrible process (musician here) and I love to see your personal creativity through all of this. I had fun through almost every map. The visual quality is high (for my standpoint)
I had fun through most of the map. The rooms are very well constructed and lived in. The fights were challenging and fun. The beach fight (both version) we’re too hard for my taste.
Each section is great but it’s a bit on the long side. I could have skipped the second zombie house, especially since the hospital part is very long.
The fights were fun! But it got a bit repetitive. I liked the hunter fight for the change in enemies. The cable you have to get up a ladder kept glitching in weird ways and seemed to be too short for a while. But I liked the puzzle anyways.
The fights were fun. Looking around for were to go a bit less. I’ve got a bit confused between decor and useful things. The floating platforms were a bit in the dark. It took me a moment to realize I had to jump on those tiny things to progress. I think I missed a lot of the text because I just saw one once already at the top.
But still, I was really immersed in the level.
Fun and compact environment. It maximizes the space in a great way. Playing with the gravity gun is always a good time for me. The last fast zombie fight felt a bit rushed. They all came quite fast and it was over soon and then it ends abruptly.
I had a blast! I’ll play this one again for sure!
The first time I came back I was confused for a moment. Then I realized what the map was and I loved it. It’s a very well done fetch quest which is not easy to pull off.
It’s wonderful that the game warns you that you’re about to redo and area and the last autosave is close so you don’t lose time.
Every area was well designed, well decorated and well directed. It’s very nice to be guided without felling guided. You feel like you’re exploring the map while being gently pushed in the right direction.
The difficulty level was just enough for me. Challenging but fair. Even though having unlimited crossbow ammo is not fair for them… But god is it fun to snipe combine left and right.
Props for the voice acting. I had a moment of doubt but you swayed me fast.
There are some fun parts. But some area are very empty. The fake out ending gave me a laugh so thanks for that!
Great visuals. Nice to play as a combine unit and put those rebel scum in their place. I had a blast with the combat. The building with the moat was refreshing idea. I could have taken more of it. One nice thing was feeling a part of a bigger fight as a normal soldier.
The last part really didn’t work for me. It might be my computer. The controls of the chopper we’re unresponsive and the field of vision felt restricted.
I applaud the audacity of it!
I see what the level is going for and that could be great. Solving a few puzzle room could be enough to compensate for the lack of visuals.
But the puzzles are a bit dull. The first one is the same twice. Racing a closing door underwater without the sprint of the suit if not super fun.
The second room is very closed and some of the enemy just kept facing the wall.
I think there is something wrong with the first room. I was in almost complete darkness and you don’t have the flashlight yet.
I get that it’s like HL:Alyx. I like the concept. Great work on recreating the things for the VR game. But game play wise it didn’t sit well with me.
Not being able to run while some enemy can spawn grenade is not great.
The audios clip were often piling up on each other. Otherwise, the constant quipping got on my nerve quickly.
I didn’t like the claustrophobic fell of the rooms. It might be a question of taste too, and some other will really like it.
I didn’t want to finish it.
No rating
Great start. The citadel part was missing textures and everything was a big purple world. I stopped there.
Exploring the map was fun. I’m sad Jerry got in trouble again. Sections were varied but a bit short. The water puzzles were fun. The change of the initial area after cycling through the level was great. The ambiance was good too. The npcs felt a bit out of place since they had nothing to do and probably were going to drown because of you…
The environment feels lived in. Barney almost got stuck only once and that’s a win for me.
I loved exploring the map and being careful behind every corner.
I was bummed out that it ended so quickly and without a bang. With a final fighting part. the map would have been amazing. But nonetheless, a fun immersive map.
The visuals are great but they are very misleading. I got really frustrated at the first crusher part. It seems like you should be able to jump to the other side, even jump on the door and then the ledge, but there is an invisible wall. There’s a level right next to it which would seems like the solution but you can’t interact with it.
The solution is climbing a tiny tiny ledge which is a bit lost in the decor, in a dark area with flowing water.
I got flustered at the turrets and conveyer part and quit. I had no fun.
Having to lure the guard is a fun start. It mattered more for me than the empty environment. But there was some water platforming and I don’t think this game is made for that. The way you interact with object in water is weird.
The combat in the bottom of the canal should have been fun on paper but it fell flat for me and I can’t put my finger on it.
It was a nice variation on the gunship fight. But the field of vision was small. And you the smg grenade kept falling back on my head and there is little room to navigate.
I’m not a fan of the fake-out intro. You could start in the hospital bed and lose nothing on the experience.
The map could be very good but it’s oversaturated. Every room is filled with barrels and crates. You can’t make two steps without being met with CP’s, manhacks, headcrabs, zombies, barnacles.
A fast paced level filled with enemy is great. But it needs space to maneuver and not having to spend time moving stuff around.
Or, if you want me to solve a puzzle or just find the right way, please give me a break. Don’t punish me with a surprise headcrab every time I move around.
The first part is very punishing. You start with 20hp. Health is scarce for a while. If you try and look around, you get ambush with 5 headcrabs and more manhacks. It’s not nice to punish exploration.
If you want to throw a lot of enemies at me, give me some health, some space or a heads-up. I don’t like when every encounter is done by noiseless ninjas that I can’t hear coming.
It could be a very great map with less stuff in it. I got mad because I saw that it was so close to being good and that care and love went into it.
The setting and atmosphere are great. It’s very quick to play through but at least it is well crafted. Each section flows well and there is variety.
I can’t play the game. Game starts and then quits after the valve intro screen. I have Win10. I installed Source SDK Base 2013 Singleplayer . Who can help?
Did you try the Installation Instructions? You have to set the SDK Base 2013 version to upcoming.
Now all OK. Thank you, Unq
Hi, map “Alix” don’t run. Appear “error” at the beginning, Can you help me please
That’s actually part of the map.
Hi Unq, thanks for your help. The beginning of the map Alix says something, a red “error” appears on the table, I press the button on other the desk but it doesn’t go on
At the part where the computer doesn’t work, you have to find… I think it was a lever on a wall hidden in the darkness on the lower floor.
Thanks D YellowMadness, I see, now go on
Sorry to say this . But it is a very underrated mod . In YouTube, nobody finished the full part of game. People love at some part . If you finished the mod and do youtube . Pls tell me your channel .
Thanks
Dark Mathew
I mean leave
I mean leave
Go one route, constantly attacked by a near-ending onslaught of Antlions. Go the other way, set upon by Soldiers even though I’ve limited weaponry… So that means you use what you have and there’s a gun nearby which I luckily found. But it’s death by GravGun here mostly.
Getting sick of the OTT darkness but I loved the design and also where the crossbow was! Hang on, is that an air vent I see……..
Outside is excellent and well structured. I killed the soldiers and then more came which was always tough when trying to avoid the Strider. Sadly, I killed them all and had nothing more to do. Didn’t see anything to pick up like a rocket launcher to kill the Strider. Have I stupidly missed something??
I loved the contrast of DARK into the light. Great map this even if I have missed something obvious. If not, I guess something didn’t work properly because I’m on Mac?
OTT dark rooms which is a shame because I like the map design and zombies. There’s a sharp suppressor outside but it was a disappointment to enter the other building for … yet more dark rooms…
That damn alarm too!!
Still, can’t complain. More rooms nicely done and who doesn’t enjoy killing zombies! Outside again and the ambush was a little lame but then an armoured truck appears with rockets! Wasn’t sure what to do so I legged it and found that door and onto an ingenious electric puzzle. Not seen that before lol
Got a bit too hard for me when I saw the turrets because I needed health and suit armour but there was so little. Then soldiers appeared to pop-up from nowhere and I was surrounded…dead!! So I restarted and played a game of hit and run away hoping that the soldiers would follow and they did!
However, I found the following entire stage to be rather….. Yawn…. It seemed to be the same thing over and over so got boring. Boring end battle too. Sad ending stage for a pretty nice map.
Nicely structured but it was a little annoying when soldiers apparently could sneak up on you too easily. Still, good combat. I got through the first main part and up a little but the next area had no working terminals to disable (I’m guessing) that forcefield with the panels…
Not sure. But didn’t know where to go so noclipped up for the remainder.
What a curious map this is. Small, but feels bigger and the flames are an interesting feature. I enjoyed crawling around here to unlock the door below. However, I made it out and up to the most frustrating part. Those guns, those lasers. Wow, the slightest mistake and BOOM!!!
There is a sneaky way around if you look closely and being near the guns is the only safe place that I found. It’s a shame the landscape around you doesn’t look nicer but (after several attempts) I’m finally starting to enjoy this part of the map! Which was excellent. Sad end though…
Well, this is just excellent and the perfect title too. I really enjoyed the adventure throughout which was structured well and never OTT in any irritating way. Well-balance too which is good because you’re left to enjoy the journey and action equally. Being the mule/losing your weapons is a neat trick to this map and helped make it feel bigger than it is!
Sadly, when I went out for the crossbow task the game crashed – just after getting that weapon. As I walked down that watery path – it bombed me back to the desktop. The Engine Error was “561/ashley – npc_fastzombie_torso: UTIL_SetModel: not precached: models/zombie/fast_torso.mdl”. To say I was gutted at this is an understatement.
Overall, until the crash, this was one of the best maps I’ve played. Absolutely superb. Even with the crash, I’m giving it top score because I enjoyed it that much!
Nice bright start but little detail here. Liking the views towards my vehicle though! Had high hopes for this but then we descend into the darkness where I need to defend myself against some antlions while the lift lowers.
I accidentally dropped some medkits where the lift goes and it couldn’t stop and open it’s doors! So I had to restart lol. Doing so the next time worked and up I went.. But when the game ‘loads’ the next stage it bombs with this error: “136/theboys – npc_fastzombie_torso: UTIL_SetModel: not precached: models/zombie/fast_torso.mdl”
Rating this a “2” on only what little I saw. Wondering how the rest of it was… So, I’m a bit gutted… again!
Woo this was a twist and nicely done too. I thought the city itself needed a bit more detail but it was designed well and interesting. The battle against the resistance was ace. Perhaps more in the way of health and ammo? Especially ammo as I’d have loved a crossbow. Do the combine use crossbows? Anyhow, loved it all.
Until the chopper stage. Couldn’t control that for love nor money lol
You’ll struggle with this one if you hate water! I suppose it’s good for those who like things like this? But it’s not for me. Not in the slightest.
The second part is better and the suit is a relief too! This is all odd with some weird puzzles and map design. But it’s pretty good too. Getting the car was silly – nowhere to go lol
Quirky map n worth playing the once.
Sadly, this doesn’t load whatsoever. Engine Error: “1027/monkey – npc_fastzombie_torso: UTIL_SetModel: not precached: models/zombie/fast_torso.mdl”
Sharp twist in environments. The earlier zombie parts are quite nice if a bit bare bones. Head through the alien structure is very vague but not irritating too, I liked this part more than I would normally.
Seeing the car was funny but then driving it away! Genius!! Sadly, I didn’t know where to go after than Strider appeared. There was a bright white area just beyond a forcefield which the car passes through but … nothing… I went back and the strider was dead. Then the car got stuck on it.
Lame ending for something I really enjoyed!
Great look to this map, I’m sure a lot of time went into this outdoors area. Going underground is good and I enjoyed the use of raising the waters. However, no ladders appear to work for me either outside or the one after that part which takes three pipes to fill all the way upwards. I’m on Mac… guess that’s why?
The gunship appearing was good if quite confusing because I’ve lost my bearings lol Then I remembered about the door which was previously closed. All good but those resistance guys? Bit lame. Good end battle and a convenient crash allows the escape.
Good map this but the opening area was so good that I wanted an adventure through here (and more). Alas most is underground but it’s still good. Enjoyed it.
Fantastic map outside. What a great design with neat puzzles and overall appearance too. Gets a bit longwinded inside and Barney didn’t follow once so never lowered the shield. Which I didn’t know (then) that he was supposed too. So I was searching everywhere for another battery lol.
Overall, this was superb. I could have enjoyed a whole adventure on the outdoors areas. Could have made the entire thing around here, if it was bigger ofc. Niggles here n there inside but I loved it.
Odd start. Couldn’t pick up the gun on the table. So I left unarmed. Opened a door and picked up a cable to open the shutters. Eventually I managed to suss out the squashing part. Couldn’t hop across, which was weird but I get it… But then later on, I fall through into a room with turrets and an ammo box. They don’t work and the box doesn’t open. I’ve no weapons too, so I’m stuck…
So I restarted. Still can’t pickup the game (perhaps I’m not supposed to?) and a different door opens this time. Managed to break the floor! Pretty cool puzzle. However, I eventually end up in the same room as before.
Confused!
So I cheated and got weapons. THERE’S AN INVISIBLE ZOMBIE NEAR THE WOODEN WALL!!! I can’t see it until I’ve clubbed it with my crowbar. So, I guess I should have started this map with a that (or the gun on the table). BAM!! The wooden wall falls and I continue on…
The currents are difficult so I used the Gravgun. But then I remembered seeing that at the start… so I guess I wasn’t supposed to have it? Quite impossible without it!
Got stuck in another room – the one with the suit charger and medkit on the wall. The switches turned around but nothing happens, that I saw… I gave up!
Kinda like what I saw. The ideas where neat but there should have been better lighting I feel for a map like this. Full of bugs too? Or is it just that I’m on the Mac?
What a sneaky start this is. Doesn’t make any sense but who cares because it worked well! Loved the journey through also and the combat scenes are excellent. Though I’d have loved a crossbow when outside to pick off those distant soldiers…
Trudging through the tunnels etc is superb but when the gunship appeared I didn’t know what to do. Had no rocket supply anywhere. Confused, surely it wasn’t to be killed using THAT supply box outisde?? 😮 :/
Incredibly odd start. Fall through the roof and get beaten and arrested. But then wake up to find they put you into a bed AND left a crowbar there too. But it’s more than made up for with the Gravgun!
The environment around these parts is brilliant and well-thought out. Just needed to be more energy I thought as I was running low due to a sneak attack of man hacks! So dropping out of that air vent was a disaster. There’s no way I was going to kill those guys with so little energy and equipment. Too hard!!! Sadly…GOD mode was used but I disabled that after this area and continued on. The lit barrel was ace and I enjoyed everything from here to end. So why that dodgy start I don’t know. The second part is more of this mapping awesomeness, regardless of the Black Sea! lol. Good end puzzle too and I escaped!!
Now, ignoring the weird start that leaves you far too vulnerable, this is a fantastic map!! Love it. But can’t understand the beginning at all. Unless I missed something? I’m giving this a 4 instead of the deserved 5. Because of that start… :/
Ignoring the weird spawning people, I thought this was a great map and getting up and around that area with the poison zombie was genius! And then we get to torch zombies!!!
This isn’t actually a big map, which is a shame because there’s something rather cool and intricate about its design. I enjoyed this.
Playtime: I didn’t time it.
Among of all the entries I have played, this map shows a fatal flaw for the mapper. But before I get to the synopsis, let’s talk about the map first. The first map is an opening area and is well designed and explorable. The second map is where the entry most takes place, the underground. So this map is about crossing the bridge and go straight into the tunnel but you can’t simply cross since the bridge is broken. Eventually you have to go underground and flood the base and drown those innocent rebels but who cares about them? Nobody dies underwater unless they’re headcrabs. Once the base is flooded, you get to fight a gunship and once destroyed, it will clear a path for the airboat and you’ll make it to the tunnels. That’s pretty much it right? Well, I managed to escape the map, explore beyond the boundaries and eventually skipping the entire entry without going underground.
https://steamcommunity.com/sharedfiles/filedetails/?id=2261176485
Here’s a video of how I managed to skip the entire map
https://youtu.be/3z8y5rQtCfA
And I hope the mapper gets to read this. Fairly I love this entry but with the glitch I have discovered, it makes me want to skip the entire level and explore the boundaries instead of playing it. For that, you gotta at least make sure the player doesn’t leave the map because I managed to do it without cheats but rather simple stacking. In summary, well designed map but it is slightly broke.
Decided to rephrase my review. Here it is.
I enjoy this map but I had hard time beating it. Sure it is challenging but getting killed the same way gets annoying so in other words, the difficulty kinda takes the fun out.
My personal favorite. Its length is fair, theme is Episode 1, this entry wins the challenge IMO. Fair difficulty, gravity gun overpowers them all since there are plenty of props laying around. It is satisfying to throw objects at the soldiers.
Visuals look great, combat seems a little bit unfair to me. I barely get health and armor supplies as I keep getting pushed by nonstop reinforcements. I don’t like how the start of the entry, they’re shooting all over me.
Fun game as well especially attempting to do prop climbing. The explosive barrel maze seems challenging but a trigger hurt eating the entire map by shooting one seems unrealistic. It physically makes no sense if I shoot a barrel from afar and still get killed no matter how far I am. Then again, the explosive barrel maze is fun.
Great map but with constant death and repeats, I decided to cheat it out.
This is a good map in fact but it is so lifeless. The gravity gun somehow makes all other weapons useless because I managed to beat this entry with only a gravity gun. Make that a challenge would ya?
Playing as a combine soldier, well that’s a different approach. We rarely get to have these days. The helicopter part seems to be the hardest, and I feel sick moving around while shooting.
This feels like a map from 2004. Sure it has some playability but the puzzles aren’t fun as much. Visuals don’t appeal to my eyes either.
I would like to give this a rating but for some reason my game crashes everytime I pick this. I am very sorry but I am not giving this a rating.
Backtracking, raiding the citadel, this is kinda fun but it is too short.
Among of all the entries I have played, this map shows a fatal flaw for the mapper. But before I get to the synopsis, let’s talk about the map first. The first map is an opening area and is well designed and explorable. The second map is where the entry most takes place, the underground. So this map is about crossing the bridge and go straight into the tunnel but you can’t simply cross since the bridge is broken. Eventually you have to go underground and flood the base and drown those innocent rebels but who cares about them? Nobody dies underwater unless they’re headcrabs. Once the base is flooded, you get to fight a gunship and once destroyed, it will clear a path for the airboat and you’ll make it to the tunnels. That’s pretty much it right? Well, I managed to escape the map, explore beyond the boundaries and eventually skipping the entire entry without going underground.
https://steamcommunity.com/sharedfiles/filedetails/?id=2261176485
Here’s a video of how I managed to skip the entire map
https://youtu.be/3z8y5rQtCfA
And I hope the mapper gets to read this. Fairly I love this entry but with the glitch I have discovered, it makes me want to skip the entire level and explore the boundaries instead of playing it. For that, you gotta at least make sure the player doesn’t leave the map because I managed to do it without cheats but rather simple stacking. In summary, well designed map but it is slightly broke.
Puzzles are easy, Barney is helpful, combat is easy with only a gravity gun, overall a good map. I enjoy this entry a lot especially what I did at the ending. In summary, another good map TO BREAK. Sorry mappers, I broke your map on purpose by killing the rebels at the end thus unable to conclude the map with all of them dead.
Here’s how I broke the map: https://youtu.be/bbol-1VFgk0?t=224
I didn’t finish the map. The part where the crusher is, you think that jumping to the other side is easy but no! It’s completely inaccessible as if an invisible wall is preventing you from going there! I decided to skip this map after that.
Not bad to be honest, quite annoying at the start where the metrocop never moves out until he feels like it. That’s a huge waste of time. Instead, why not put a trash and throw it at him? That would’ve been quicker. Combat is easy, only metropolice and the gunship at the end.
Good map here. The intro is a bit kinda waste of time. Why not just start where you wake up in the cell? The second map is where the real fun begins especially at the end where the last puzzle is about opening the gate. Slightly difficult to play but at least it didn’t take the fun out.
Another good map, especially with the backtracking. I know the length is quite fair but it takes the challenge away when I prop climb and open the gate immediately. And in other words, I didn’t go around, I go over the fence and open the gate. Still fun to play but it’s incredibly easy.
Play it now for:
The Mule
Play it later:
Lost transmission
The others, not so much.
This map was almost perfect. I loved every bit of it up until I hit the beach, then things took a turn for the worse. Maybe it’s a skill issue, but if I am not mistaken, there is no way to kill the strider without the barrels. The same barrels I almost ran out of. I was lucky and found one last barrel behind some rocks and killed the strider with that. That’s my only annoyance. I hated that section, but everything else was pretty damn good. The detailing was impressive and the layout was excellent. Reviewing my footage, I was exactly 4 minutes into the map when I hit the beach. By the time the strider was dead, it had been 16 minutes. That means I spent 12 extra minutes on the boss. Triple the time it took for me to traverse the rest of the map. It should not be that stressful.
This map was a journey. Holy crap. The first door was opened 20 seconds in. The final boss was defeated 33 minutes later. I was not using MMOD when I was reviewing this competition. I really only do that for single maps. I want to say, I love grenade boxes. They are really overpowered. Nothing was too overly confusing or annoying, but it wasn’t very detailed either. I loved the new water plug puzzle. I don’t see that being used very often.
Another par for the course entry. I definitely had skill issues here too. I got stuck a few times when I quick saved at the worst moment and died a dozen times. I nearly had to go back to the last autosave. I think the biggest thing that saved my hide was the fact that some combine dropped health. I got lost a few times, but wasn’t anything like “Claustrophobia (The Sewer)”. I got hella lost in that mod. My only suggestion is the battles felt really one sided. Maybe if I had a companion or something. Maybe it’s just me, but I really don’t like battling along against swarms of combine. If you are wondering. This only took about 10 minutes somehow. I think I may have misremembered the last battle despite me looking at the footage. I remember it feeling like forever.
Here comes the pain. I really don’t know what else to say about this map. The random barrels that explode the instant anything touches it killing the player and everything else on the map. I swear I died a few times just because a stray bullet from the many turrets hit the barrels. The good thing about this map is I could almost cheese it from the start if I could prop fly higher. 19 minutes.
This map was another very long haul. I had to quit and take a few breaks. Looking at the footage, I must’ve messed something up as it’s only about 30 minutes. Felt like an hour or two. It’s a skill issue, but being a mule really felt like I was being taken advantage of for the sole purpose of the “rebel” ending up being a spy or something. All that ammo and weapons? Why does the rebel know about these weapons? Maybe it’s just the way the voice actor portrayed their character, but it almost felt like I was being deceived. Also, I ended up getting stuck when I saved at the start of a path I already took. Didn’t realize that multiple paths really meant taking each path once. There is like three or four paths.
I waited around for about half this map. Waiting for the combine to kill all the zombies and headcrabs. Waiting for the elevator behind some rocks. Waiting for the crane to move incredible slowly. I know I could’ve participated, but what’s the fun in that when I can just cheese it and wait it out? I really really despise waiting for the elevator. I’ve never really liked swarm maps. Maps that force the player to stay in one room while hoards of enemies come barreling down the corridor, or from the walls, or where ever they are. 9 minutes. Not too long.
This is a map I had some “fun” with. I’m not sure how much I skipped, but I got out of bounds pretty easily and skipped to the antlion section. I know this must’ve taken a lot of time, but I had a hard time controlling the helicopter at the end. I think I just kept pressing forward until I suddenly crashed again. Easy combat, just the way I like it. I’m not sure what I did, but I manged to break the door at the end so it would open, then immediately close. Like the animation to open had one more frame where would restart and close. I ended up going back to a previous save and then praying that the door would stay open. 18 minutes.
I remember playing this map before, but I managed to cheese it by easily getting out of bounds and finishing the map in about a minute. I didn’t like the puzzles the last time I played it so I was relieved that I didn’t have to do it again.
Broken. Can’t complete it. I tried everything I knew and I really couldn’t finish it. Even with cheats, commands and looking at the vmf.
Even after reviewing the footage, I really don’t remember playing this map. All I remember is that I had fun playing it and I really didn’t get too lost. I took me about 9 minutes to complete it. I do remember the driving at the end. That was a lot of fun. So, I guess that means it was a great map!
I got really really lost playing this map. I didn’t know that I had to find the mines, so I just kinda walked around for a bit. Once I did find the mines, it was smooth sailing until it came time to fight the gunship. Again, that’s on me for not knowing / skill issue. I also got really lost after I defeated the gunship. I didn’t realize I was supposed to continue down the road. It was a beautiful map though. Great detailing. 24 minutes give or take some fooling around.
I got kinda carried away trying to get out of bounds for about 5 minutes. I did find the hidden message though. Once I restarted and got to the base. I got a bit lost trying to find all the batteries. 21 minutes.
Define for me confused. This is me the entire way through this map. Holy shit. This took me forever to complete. I didn’t use cheats, but I did have to find a walk through twice. EVEN after watching the walk through I was still incredibly stuck. Doors would open with their axis in the middle forcing them to rotate improperly. Over an HOUR of agony.
It’s another pretty par for the course map. I didn’t get too lost, but some things really confused me. Why was there a random CP guarding the door. Why did they move when I started their next sequence. Why did I have to complete the map using SMG grenades? I didn’t get too lost, but nothing really that notable either. Just about 9 minutes.
Canals but worse. I’m sorry, but spawning many npcs EVERY time I try to use the physics lift is something I didn’t like at all. 36 minutes of pain.
Another map that I got really lost in. I think it might be me this time, and not the creator of the map. I forgot to push a button. Once that was pushed I found my way to the end. I loved the detailing for this map. It gave me some ideas for my next map. Took me about 12 minutes or so.
Manually
Medium
5 Hours, 36 Minutes
It’s been years since the first modding collab project was first launch, it was Project Quantum Leap 1 and then the 2nd.
And back then, when I first played those, I thought this author-entry format was unique and delightful.
Then other great Personal Fav jewels came out like CSS Hardwire, which turned the CSS maps into SP HL2 Realistic missions and I also thought that modding style centered on developing entries rather than complete stories was a blast.
Then Phillip and his site, and also this site which is basically his legacy tremendously well honored, continued and protected by “Unq” just keep promoting this map challenges which then may be varied a lot in terms of entertainment, joy, and quality, but all the while keep the HL community alive and highly productive year by year. Also, they promote this map lab initiative with other authors and well the rest is history.
I mention the prior because here with “The Grid” Map Lab as a whole, we have a fantastic classic mapping challenge competition that oozes quality in most of its entries and is totally worthwhile to play and enjoy.
I’m not really gonna review each entry because I just don’t feel like it, but I only have to say most of the theme felt great, in combat terms, replayability possibilities, and also very realistic in combat-military terms, so yeah I love most of them, for me, for example, this entry where you actually command the CMB helicopter, despite its lousy controls, was just amazing and innovative as I just didn’t remember any other modder had dear to even attempt to make the helicopter flyable, so that was impressive to me for example.
This grid format really showed how developers can exploit their creativity to a peak point, so yeah I love this map lab seventh edition, and definitely You should give it a try.
Way to go!
Manually
Medium
4 Hours