Left Life : Extreme Survival
Author |
redmyclan |
Date of release |
V4.1.0. Final - March 22, 2025 |
.bsp filename |
left_life.bsp, dark_life.bsp |
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- Provide honest, constructive feedback. »
- Share this map pack with your friends, and on other sites and forums.
Description
You are a prisoner in black mesa which imprisoned until someone rescues you.
You will need to find a way from this black mesa, crafting , survey , looting , fighting
I really could make more level designs but the "engine_limit" is the only problem
that I still couldn't over come to it.
You may find that every corner of walls won't be trimmed .
Many details can be passed and the level still doesn't have enough props .
Lights of this map mostly are dynamic, You will mostly find some wall with black shaded.
This map has 6 objective routes.
Most of items won't be the same position for each time you play.
Merging all areas in one piece is impossible, because it will make game crash even than normal.
So, I decided to add teleport area in front of each entrance of area for enemies which standing around them.
For a couple minutes, They will be sent to grand hall area.
Amount of players raises game difficult:
1 - 3 : monster take 100% more damage
4 - 6 : monster take default damage
7 - 12 : monster take 20% less damage
13 -18 : monster take 40% less damage
19+ : monster take 60% less damage
Read this before you screwed
1.The gameplay is very fully survival, If you have played map like bts_rc before
But in this map has features like crafting, generator, and more
2.Difficult increase as player increase , There is no difficult selection
Random generate items lower as amount of players (the player counter doesn't go well)
Damage dealing to monsters will reduce as amount of player,
player will take extra damage from headshot[x3 dmg]
I would recommend you to play alone or a few players for the first time
3.There are many monsters are dangerous but the most dangerous of all
IS GONOME!
4.You can't kill gonome and it will 1 hit kill you!
the good new is there is only 1 gonome from entire of map
the bad new is it can teleport to anywhere
but don't worry! it takes a while before teleport and also randomly
very small chance that thing will teleport to on your face
but if you find yourself for that, Don't hesitate to use energy drink
5.From start you will find zombies, headcrabs and gonome but other monsters
and human enemies will spawn later, There is no timer on the map
But as long as you stay and not end this map, They will spawn faster and faster
until this map becomes warfare
6.Refuel generator to light up, but some places seem still dark
You need to find a fuse and place it to order the power on those places
7.Most main items won't be required anything to get between way
except warehouse card that will randomly spawn room 1 - 4 at classroom area
If you still can't find cards for those rooms you may consider keeping a dull card
for using that later
How to find weapons?
Many peoples are frustrated because they don't have anything to fight back.
I would say you will have a hard time from start up, the only you can have is pipebomb
that can be crafted from wood scraps and gun powders , otherwise just hide and run until
you found weapons.
Weapon will be specific area or room, some of them may required room card or special items.
All you need at start is survey and run only, Until you found specific items that can lead to those weapons in any rooms
I'm trying to balance enemies from start as possible.
Additional info
-Most of items can be collected 1 per players (because item_inventory doesn't go well on activate)
-The message will display when you can't collect item because you already have one ,
but if you don't have that item and message won't display then try to drop something or use something and collect it again
-Bleeding will start if your health dropped below 75 hp , You need to heal up from that to stop it
-There is a small chance to alien bosses will spawn (kingpin, gargantua, xen commander, bigmomma) with only below 5% chance
-the HECU and Black Ops aren't the same team, they will fight each other
-The maximum medikit ammo is 50 that mean you can revive only one then wait to fully again
-Gonome's step sound is different and loudly enough for player to know
-There are place where infinity fuel, rope, soda if you can get them
-Many times you may face the softlock if the map dosen't have enough items to go on, Use them wisely.
- If you play with non survival, Make sure don't pick all ammo between way because if you die you will lose everything.
You may go to pick guns after respawn but ammos aren't But with a latest update you can recover all of your gears now.
Additional credits
BTS Flashlight : Mikk,dydwk747, ruMpel, Patofan05, Rizulix, Giegue, RaptorSKA
BTS Flare : Solokiller, KernCore, Nero, Rizulix, Giegue, RaptorSKA
Bleeding System : Zorbos, w00tguy123
Extra models : heaven, Tayklor, FaSale
Music : Penumbra
Prefabs by :SV BOY, Rimrook
Changelog
- Fixed prison card won't generate at church
- Fixed study room 03 card duplicates generation on table at canteen
- No boss spawn at canteen area
- Boss can spawn on bridge
- Fixed monsters can open train gate
- Changed location revolver route 3 to un-carded area somewhere
- Changed gonome spawn at dormitory area to first floor
- Changed gonome spawn at in front of armory door to in front of generator door
- Added spin off map called dark life which is harder version similar of v1.0.0 left life
- These updates from below only for dark life map
- Monsters take less damage by power of 10% per player
- Fuel provides 3 minutes to generator (default was 5)
- Initial team enemies spawn to 10 minutes (default was 20)
- Min respawn time for common monsters is 5 seconds (default was 10)
- Min respawn time for team enemies spawn is 10 seconds (default was 30)
- Item generate quota is 100 (default was 300)
- Decreased rare items spawn weight by 50% (like armor, backpack, gasmask, etc)
- No spawned dormitory cards or study room cards which associated their routes(But they still spawn randomly)
- No prison cards spawned on map at any routes (you need to print only)
- No xen warning effect for gonome teleporting
- Player movement speed is regular or 270 (default was 360)
- Increased bosses spawn weight by 300%
- No drift on airborne (Make you can not bhop or less effective)
- Npc won't drop their weapons on died
- Bleeding interval is 5 seconds (default was 10 seconds)
- Added alien slave at main hall from start
- Added shock trooper at 3rd floor of dormitory area from start
- Increased alien slave x3 attack speed
- Increased alien controller's ball x2 speed
- Increased big momma bomb x2 radius
- Increased houndeye x3 damage
- Increased voltigore explosion x2 radius and damage
- Increased bull and pitdrone projectile x2 damage
- Assassin sniper always headshot 1 hit kill you
- Increase x3 damage for shotgunner grunt
- Added teleport areas for monsters around each entrance door of area, And for a couple minutes for them, Monsters will be sent to grand hall (Merging all areas will make game crash even than before)
- Added 1 new objective route (Total route is 6)
- Now, all lockers will have their exclusive containing items including weapons (but they only have 1 quota).
- Added M249 which will spawn randomly to room 101 - 306 and has only 1 quota , If you are lucky for it.
- New team enemy spawn : Voltigore , Shock Trooper, Pitdrone
- New team enemy spawn : Alien Slave , Alien Grunt , Alien Controller
- New team enemy spawn : Houndeye horde (max spawn is only 3 so increase their health instead)
- Increase enemy teams spawn rate at the late game
- Added path between office and miscellaneous that required crowbar to get through
- Added alternative door for infirmary room
- Added more turrets and only 3 starting activated turrets
- Increase gas damage(damage scale per players will affect this gas and it deal less damage when high player amount)
- Resized the map textures (Because somehow the map can't compile)
- Reduced pipe bomb damage and radius to 150 (from 200)
- Reduced explosive only obstacles health to 200 (from 300)
- Increase shock trooper zap damage to 25 (from 10)
- Disabled shock gun armor recharging
- Fixed the pistol won't generate at registration room on route 1
- Changed hint information route1 at first room of office
- Changed location of turrets at main hall and at way between warehouse and armory
- Reduced damage reduction for 7 -12 players to less 20% / 13 - 18 players to less 40% and 19+ to less 60%
- Reduced damage and radius for combine explosion corpse
- Increase base player speed to 360 (from 320)
- The map always spawn key cards which associated on it's route
- Removed return time for fuses
- Increased initial spawn time for human enemies to 20 minutes (from 10 minutes)
- Increased bandage spawn weight to 700 (from 300)
- Increased health charger amount to 150 (from 80)
- Moved gas mask route 3 to study room 2 (from study room 3)
- Added 2 new objective routes (total routes is 5 now)
- You can drop any activation items now
- All inventory items don't require to press e to pick them(Because player are unable to pick them if items are stacked)
- Player will drop all weapons and ammos when they died and no life span anymore
- Increased helmet item hp bonus to 50 (from 25)
- Increased body armor item hp bonus to 100 (from 50)
- Reduced planks health to 100 (from 300)
- Increased time before return for returnable items to 5 minutes (from 3 minutes)
- New designed for painkiller bonus : add 50 armor on use that prevent bleeding to deal hp damage but it will continuous draining even if you don't bleed anymore
- Increased first aid kit bonus to 100 hp (from 75 hp)
- Added exclusive room in main hall with m16 inside, You must need most of special items to get in
- Increase fuel duration on used to 5 minutes (from 3 minutes)
- Map time limit is infinity
- Added exclusive start batteries at prison post(base)
- Changed model for gas mask item
- Fixed player can deal less damage or moving slow after being revived(But not sure if it completely fixed)
- New item : Stukabat Venom [Slightly increase damage while wearing]
- Added 2 new objective routes
- Added 2 new inventory items
- Backpack(rare spawn) : increase movement speed by 0.2 on carrying
- Boots(rare spawn) : reduce falling damage and increase movement speed by 0.1 on carrying
- Increase fuse spawn rate
- Added 2 duct path : one is between dormitory way and canteen way, And one is a path connection between office area and miscellaneous area
- Added xen effect before gonome teleport to that location
- Added exclusive ammo spawn pack at weapon registration room
- Adjusted any max ammo has decreased : 9mm = 90, 357 = 24 , 12g = 48, bolt = 30, grenade = 5,
- Increase initial human enemies spawn to 10 minutes (from 5 minutes)
- Removed alien slaves at main hall area
- Reduced more start enemies
- Increased item generation from 200 to 300
- Added main goal description to motd file
- Removed player counter from map because it won't work somehow and cause no item generate.
- Now amount of players only causes to damage reduction to monsters instead.
- Total of item generate is 200, if you play solo then you have plentiful items, If more players then less plentiful
- Reduced start enemies amount and replace some of them with other alien monsters.
- Increase min respawn time for enemies from 5 to 10 seconds
- Monsters from Dark - Life difficult take increase damage from 0.1 to 0.2
- Increase double duration for human enemies spawn (Cuz players still don't have anything yet from startup)
Tags
2025 black-mesa boss difficulty:medium escape music puzzle scary size:large survival
edit tags
really cool love it , hard and very dark
8/10
Got excited to see another escape themed map that uses the inventory system.
It's intended to be played with multiple players, but solo runs are also possible.
The map might seem big and daunting, but it's actually pretty linear. A couple of runs and you will remember the location of each area.
Version 3.1.0 is a lot better compared to previous ones. I personally think it's a somewhat decent map, and enjoyable as well, but it still has some issues that I find they ruin part of the flow of the gameplay. However, I wanted to point out some of the aspects I personally think are good.
The looting and crafting system adds progression, while the weight system forces decisions on what to carry.
The darkness mechanic creates tension by making players choose between visibility and attack, though not being able to see can get unfair at times, especially since enemies CAN see you.
The vest and helmet allow for a trade-off between speed and defense, offering a more tactical approach.
Different item "routes" add some replay value. The notes that point out their location also change depending on the route.
While the game attempts to fit into Half-Life lore, it feels more like its own thing, though the included notes add some lore about the prisoner.
Now the next stuff is mostly issues I had with the map.
1.- Would most likely take a lot of time, but I think merging the areas into one big map could be an improvement. Teleporting between areas kind of stops the flow a bit, since enemies that previously saw you will wait by the door until you come back, there being a small chance of telefragging the enemy, and a more likely chance of getting slapped by them.
Also, telefragging the Gonome won't help since it just respawns.
2.- The Gonome. Most of the time completely negates one area, especially early in a round.
Having a telegraph helps, but not enough. There were so many times where I couldn't hear the teleport sound (if there's any) and turned around a corner only to get obliterated by it.
I get that without the Gonome the map would be a lot easier, but it would be better to nerf it a little bit. I can't tell you how many times I was a few items away from beating the map, only to get denied by it because it just happened to spawn on my way back to the Grand Hall.
Could reduce its speed a little, or make it killable so it respawns in another area, or make it so it doesn't kill you in one hit (maybe 70 hp per slap).
3.- Despite me liking how the BTS flashlight and BTS glowstick works, I know that it can be a pain for other players. I don't think making the BTS flashlight permanent is good since that's part of the map, but I do agree it gets tedious at times not being able to see.
So maybe turn the default flashlight into the Glowstick, so you can turn it on with the F key. That way players can attack while being able to see in a small radius in front of them.
Regarding the BTS Flashlight, maybe add a way to craft batteries with a new material or something.
4.- Damage Scaling. This doesn't really affect me that much (since I play alone), but I don't think having more players should reduce the damage you deal. I get that it's for balancing, but having 12 players shouldn't turn your shotgun into a peashooter. You are already super fragile, most enemies being able to reduce you to low hp in just a few hits.
An Alien Slave should not be able to survive a sniper rifle headshot. Also, more players mean they will separate to cover more ground, making every enemy encounter deadly since they are technically fighting a regular enemy with boss hp. And that's just the zombies and other melee based mobs. Alien and Human military become so hard to kill, you just end up wasting all of your resources on one encounter. I think it would be better to greatly reduce the damage reduction and add more enemy quantity depending on number of players, but not that much.
5.- One of the sentries is so horribly misplaced, and I'm talking about the one in the Grand Hall. It covers a massive area on its current location. It can snipe you from afar and will shred you if you try to get to the dormitories, canteen or upstairs. It's guaranteed HP loss if you don't have a Painkiller with you.
6.- I'm kind of on the fence about this one. The grenades (or dynamite) blast radius is very large and doesn't seem to have damage fall off. It caught me by surprise when I thought I was at a safe distance, only to instantly die by it. On one hand, you can kill a lot of enemies with just 1 grenade, on the other you can accidentally kill yourself if you aren't careful.
7.- The (Secret) Combine Robogrunt explosion goes through walls and it's stupidly massive. I don't know if it's intended but it made me jump since it exploded near the Dormitories entrance and I was in front of the Classroom Area door, but still died.
I still think it's a decent map to play with friends and if you like to gather items to escape. Definitely not for everyone, especially because it's dark, and it's also very challenging.
I'm probably wrong, but Route 1 seems to be missing the pistol in the Registration Room. I'm not sure if it happened when the map got updated from v1 to v2, or v2 to v3.
I searched almost the entire map, including most dormitories and every study room, but still couldn't find it.
Fixed
Too annoying to play in its current state. As others have stated, there's a lot of enemies and essentially no weapons. I made it through quite a bit of the map and found no way to defend myself. Also, no game ever was made better by flashlights that run out of batteries. It's one of those things I'd be fine never seeing in a game again. My flashlight died and all I had left was the glow stick and I could barely see with that, so I just quit. I need to be able to see to play video games. I'll check back once some changes are made. Looks like it could be a cool map if it was less annoying.
THE MAP IS SO FUN!!!!!!!!!
Why they rate this map so low?
I think this map is enjoyable as well.
I don't know the exact reason of low rates, but it was probably because the first version had some stuff that made the gameplay less fun, like early ranged enemy spawn, as well as multiple boss enemies appearing in the Grand Hall.
As of version 3.1.0, part of the issues this map has have been "fixed", at least that's what I think.
It used to be very difficult from the get go, but now it's somewhat manageable.
The first few versions were rife with client crashes which probably soured people's impression of the map. The latest verisions seem to be much better in this regard.
I like the idea of this map. It has good potential.
It needs more testing and balancing. Reduce the amount of enemies.
remove all ranged enemies, players dont have any way to fight them.
remove the teleporter. Combined areas, so it flows better and you dont get tele frag killed by 8 monsters waiting.
Make the flashlight permanent and remove the blue cemlight.
Since you said you're struggling with clip nodes ( engine limits ) try optimising the map.
put a brush around complicated brushwork and give it clip texture.
if you know a big monster (hull2) cant be in a certain area. put a MASSIVE brush around areas it cant be with cliphull2 texture.
this map can be optimised alot more giving you more clip nodes to work with.
Keep working on it and I think this could be a cool map with alot of replay value
vro forgot to credit my prefab again :heartbreak: