Have you ever wondered what would happen in Typical Disaster if it hadn’t ended it after the last “office” map?
If you have, you’re in luck, because you’re going to find it
out right now!
In the ventilation shaft Gordon experienced another teleportation and lost almost all his weapons.
Now, there is blockage behind him, so the only way out is forward.
Basic Details
- Title: Typical Disaster: The Lost Levels
- File Name: hl1-sp-typical-disaster-the-lost-levels.7z
- Size : 2.69MB
- Author: NX-317
- Date Released: 15 September 2012
Download Options
Installation Instructions
- Copy the TDisast_LL folder into your Half-Life folder.
- Restart or start Steam.
- Typical Disaster: The Lost Levels should now be listed in your Library tab.
If you require more help, please visit the Technical Help page.
Teaser Video
Let’s Videos
The playthrough below is provided by Podcast 17 Let’s Play. See more of the playthroughs on this site: VP: Podcast 17
Screenshots
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots contain spoilers.
Reader Recommendations
Total Downloads
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3,153Overall
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1Last 7 days
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6Last 30 days
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120365 days
Meta Review Data
Statistics based on 5 comment(s) with meta review data.
Installed:
Using Gauge: Users
Manually: 5 Users
Time Taken:
Average: 0 Hours, 38 Mins
Shortest: 0 Hours, 28 Mins by Unq
Longest: 0 Hours, 45 Mins by PlanetPhillip
Total Time Played: 3 Hours, 8 Mins
Using Gauge: Users
Manually: 5 Users
Time Taken:
Average: 0 Hours, 38 Mins
Shortest: 0 Hours, 28 Mins by Unq
Longest: 0 Hours, 45 Mins by PlanetPhillip
Total Time Played: 3 Hours, 8 Mins
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Jump to a review
I quite enjoyed these 3 maps and felt that the author included some nice architectural touches.
A couple of areas seems out of places; the large doorway that was squeezed and the lift thingy blocking a doorway, but generally the maps were well built and fun to play.
To be honest, it was nice not to have too many headcrabs or vortigaunts to fight.
I got lost in one area and the way forward was very obvious, which reminds me that even the simplest routes can sometimes confuse seasoned players.
It’s worth your time and I’m pretty sure you will enjoy it.
I’m glad they were found.
Manually
Easy
45 Minutes
Thank you for publishing the mod here and reviewing it. I’m glad that you appreciate the architecture, because I worked very hard on it.
The door mentioned here can be seen in this video http://www.youtube.com/watch?v=e8dDesISoEo at 4:19. It didn’t look squeezed to me, but I opened it in editor and the numbers say: Vertical scale 1.3250, horizontal scale 0.8672, so it’s horisontally squashed vertically stretched.
The installation instructions above are for a different mod. According to the readme it needs to go into the half life folder.
Extract TDisast_LL folder to Steam\steamapps\account_name\half-life\
Fixed, thanks.
Yet another mod that could have been so much better than it was!
I played this on a Sunday morning at a time when I knew I would have a number of typical Sunday morning disturbances, because it is short. Also I had played the original Typical Disaster which I never finished as I got bored with it!
For looks it is quite competent and the combat is Ok-ish but it never quite got me wondering what was next. Fortunately it wasn’t too long and it filled the available time, but it was not much fun. The one thing I could not understand was the electronic (floor slab for want of a better description) device you need to open a door, I’d have preferred explosives or a key card!
[spoiler]don’t kill the Vort who opens the last door as it takes you back to the last save!!![/spoiler]
Manually
Easy
40 Minutes
Thanks for commenting. It is interesting to see an opinion which is not positive. Here’s how I see this situation: what this mod lacks is a storyline development, you just escape from the facility and that’s it. I tried to compensate in by including interesting and various architecture, and it looks like it worked for other people who gave higher recommendations, but didn’t work for you.
As for door override device, explosives and keycards were done a lot of times, and I like to do something original.
Hi Emo.
Sorry if my post came over as a criticism, it was not intended to be. To explain that, there was not anything wrong with the mod itself, it’s just that it just never grabbed me.
As I’ve said in my posts many times, I’m not a modder or mapper and as such I can’t comment on the technical details of any map/mod, I can only say how I feel about them. At the end of the day all I try to do is be honest and rarely critical, especially as I can’t do what you and others like you do.
I really enjoyed this mod, as Phillip said there are a number of interesting touches and the puzzle aspect was fun, not aggravating. The combat was pretty easy and there was less of it than I wanted. No hesitation in saying, play it now.
Manually
Medium
45 Minutes
Thanks for commenting and high rating. I’m glad that you liked the mod and appreciate interesting touches and puzzles.
Well cool nice 3 maps, tough were a little bit hectic and kind of confusive paths, I guess the original Typical Disaster was perfect like that, these lost levels are just good to be out of the original project…
There are nice combat in here, and i’d say this 3 maps are perfect for busy people who wants a little bit of HL combat.
I think in a lower recomendation, but let’s face it there are other so much worse than this, this one is nice and entretaining.
Manually
Medium
30 Minutes
Thanks for eventually deciding to give it a play it now! I’m glad to see that you appreciate the combat, I worked on it to make it fun by creating various situations and giving the player enough cover.
Do we need to play the original mod to understand this?
And what happened to Tags..
If you play the original mod, you will understand [spoiler]where are you and why that vortigaunt helped you.[/spoiler]
http://www.youtube.com/watch?v=XAfTino9Zxw
http://www.youtube.com/watch?v=e8dDesISoEo
I know how much mappers want to see their maps played by others. So, here you go!
Challenge: Get the hidden crate conveyor stash.
Deaths: 0
I blew thru most of the mod with the glock. Pretty crazy weapon, that glock is.
Thank you very much for these videos, they are very fun to watch, especially when you jumped through that headcrab at the beginning. It’s nice to see another perspective, and the videos provided that.
Honestly I think this is much higher quality and more enjoyable than Typical Disaster itself. It’s quite different in that it isn’t as much jumping and Xen really only shows up in small touches rather than being the main setting. Overall this has a decent Black Mesa feel to it and the puzzles keep things interesting.
In general I really liked the architecture and the setting. Areas were varied enough within the same theme to keep things visually separate. I especially liked the latter areas in the parking garage and outside – they have interesting architecture and lighting and are fairly large areas without feeling blocky.
The combat is a tad light but the focus in this pack seems to be the locale and small puzzles. Most puzzles are of the find-the-switch variety, but I also liked the one at the end to escape.
Unfortunately it often wasn’t clear at all which way to go, and at one point I wandered in circles for quite a few minutes before finding a previously closed door was now open. I felt for some of the locked door puzzles (particularly in the parking garage), the author did a good job of giving you a direct view of the door that opens when you’re standing at the switch that opens it. But there are at least a couple doors where this isn’t the case, so you might end up hunting for how to proceed. And there is a switch and a security plate (?) that are also unclear as to what they do.
Overall I wouldn’t call this pack a must-play but it’s certainly an enjoyable Black Mesa style set of maps that should take you about a half hour. It’s an overall improvement from Typical Disaster – there’s little frustration and few jumping puzzles (although I appreciated being rewarded for making a particularly tough jump) even though this pack doesn’t have quite the variety of interesting ideas that the original maps have. The end is satisfying even though some parts in the middle can be frustrating. I think with some better player direction (without holding his hand), perhaps a semblance of a story, some scripts, and some added atmosphere, the author could really produce a superb map pack. This mod was enjoyable but lacking some polish.
Manually
Medium
28 Minutes
” The end is satisfying even though some parts in the middle can be frustrating.”
I just destroyed the helicopter. Is this the end? Or is there somewhere else to go or something else to do?
The combat is very easy, even the helicopter battle. The puzzles are easy as well. You don’t need to use your brain a lot when unlocking locked doors and stuff. One thing that concerns me is the crates. Some crates, you break them, some of them don’t, and some of them can be pushed, it’s as if the game keeps changing the rules.