dm_steamlab
A
remake of the popular datacore map from the original HLDM, Steamlab
provides the epitome of close quarters combat for the HL2DM stock maps.
Compared to previous level, where a good two to three central atriums
exist to centralize combat, Steamlab stretches about in a maze of windy
corridors that will assure a quick dead to anyone who runs about them
haphazardly. In addition to the confined combat, you’ll also have to
deal with numerous steam traps that exist throughout the map. For the
unfamiliar, these traps can be triggered by pressing your use key in
front of any red valve wheel. During this time, explosive gas will pour
into the area and quickly detonate thereafter. While these environmental
hazards would be enough to stop even the most light footed of players,
the overabundance of props to throw, weapons to collect, and ammo to
stock pile, anyone with a collecting fetish is bound to feel good all
over… if they survive the enemy’s gunfire that is.
The essential strategy behind Steamlab lies in controlling the
Combine ball ammo case. Much like the ammo cases from the single player
game, the case here will dispense an unlimited number of combine balls
for you to use and, more importantly, abuse against the other players in
the level. While Combine balls are normally a liability in most maps,
due to the fact they can simply be caught and shot right back at you,
the cramped quarters of the map will ensure that nearly every one you
fire will hit the target. When fighting with them, try to aim at a wall
and have the ball ricochet of a wall first. Considering that the speed
of the ball will increase and its attack pattern will be far more
erratic, many players simply won’t be able to pull out their gravity
gun’s to counter attack in time. It’s important to keep in mind,
however, that the room with the Combine ball ammo crate is also rigged
to the gill will explosive traps. If you attempt to camp the room
excessively, any player worth their salt will catch on and attempt to
trap you.
Besides the Combine balls, SLAMs and other explosives will also prove
to be an efficient weapons here. Consider mining areas such as
stairwells, the bottom and tops of ladders, and dead ends such as the
cove with the assault rifle and the shack with the magnum. By mining
these areas, you’ll assume control of the map fairly quickly by cutting
off some of the best weapons. Additionally, the SLAM lined hallways will
quickly disorient and frustrated freshly respawned players, racking up
easy kill points for you. Failing SLAMs, a quick grenade around the
corner or one left behind while you run away will also suffice as an
efficient means to wipe out the opposition. Unfortunately, the
powerhouse RPG borders on nearly useless here, as the cramped conditions
won’t give you nearly enough room to track your prey. Besides, is using
a rocket launcher at close range all that bright of an idea anyways?
With all this talk of room clearing weapons and close quarters
combat, it should go without saying that the shotgun should be your
primary "travel weapon” throughout most of the level. If you’re moving
about the map, be it to the armor chargers, health kits, or combine ball
case, make sure you keep your shot at the ready. At these ranges, its
double barrel blast will most certainly kill an unarmored opponent
instantly. Its pellet spread will also ensure that, unless you can’t hit
the broadside of a barn, you’re bound to at least nick your enemy.
As mentioned above, the physics props of the maps will also be handy
in ensuring the swift demise of the opposition. Try barricading
entrances, lining tight corridors with various sizes debris, and even
try placing them on spawn points to make sure freshly spawned players
will get "stuck” temporarily. All of these tricks will make sure that
your opponent is locked under your control. Keep in mind however, that
said props will also lay any sort of complex SLAM traps you lay to waste
due to the fact that many props, such as buckets and chairs, are
indestructible.
Speaking of traps, avoid the lure of the teleporter. While most other
DM games use teleports as a handy way of zipping around the map, the
Steamlab teleport will not only give away your position with a loud
noise, but it will also kill any sort of momentum you’ve built up
running or bunny hopping. These teleporter entrances, however, do serve
as prime camping spots for the RPG aficionados here due to the fact the
rooms they are located in are nice and spacious for unlocking a quick
rocket onto your unsuspecting victims. Again, much like hogging the
Combine balls, other players are bound to quickly catch on to this.
Please click here to download the optional screenshots .zip that goes along with this strategy guide. (Coming Soon!)
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