HL2: Ep2 | TwitchTV playthrough of 'Map Labs Test Tube #20 (Three Rooms)'

Опубликовано: 02 Октябрь 2026
на канале: adelina1985a
104
2

Download: https://www.runthinkshootlive.com/pos...
Playthrough:   / 2262718034  

00:02:10 Dome 454 (buttons are randomly active, unclear what they do; challenging combat with cool visuals; houndeye AI broken)
00:12:30 Trade Station (comic book)
00:26:00 Katabasis (ok entry with good reuse of space)
00:34:35 Big World (skip the nonserious entry with HOM; to progress, kill the last of a specific type of enemy?)
00:47:45 First Response (the light effect when getting shot and the light on the source of the shooting are confusing; enemies shoot through their own smoke? not obvious I need to rescue someone, plus vitals don't always show; good hard combat)
00:54:45 Batrachomyomachy (floating props? high contrast; good combat in a warehouse setting; 3rd room is the outside)
01:05:25 Night on The Job/Bonus (story time; text entries do replay, yay! no way of stopping them if pressed by accident, no! some clues did not work for a while; some clues are not how the world works; no panel outside to guess whodunnit like in TWHL Tower)
01:14:25 Three Times (odd dimensions and prop placement)
01:18:25 Risen from Trash (good 1st room with new enemies, good combat ahead; unbalanced boss fight)
01:46:20 - 01:52:50, 01:59:35 Electrical Matters (didn't follow the electricity puzzle; 1 room is the outside; played well)
02:05:25 The Temple 2 (didn't work for me, I triggered the next step like 1 in 100 tries and it was after I was dead; retrying kills, just use platform or teleport)
02:12:10 Fright Rail (good combat space and enemy types for it, short and sweet entry; mistook cache as next step/room; exit not obvious when open)
02:19:50 The Cave Dweller (vehicle start mechanic is counter intuitive and easy to accidentally reset; stuck in keyboard mode feels like a bug; non first person view, control your 'character' blindly! without saves!)
02:35:00 Distress Signal ('resupply/defend base' type of map; played better due to lights and sounds)
02:48:35 tripplepuzzle (not a serious entry and only the 1st puzzle was a good one)
02:56:35 a little something (cool hunter prop; walking simulator)
02:59:25 Hazard Pay (voice part overlaps 2 different hints displayed at the same time; hazards category should be radioactive; red is used in both 2nd and 3rd categories of instructions, poor color coding; instructions images are dark and placed to confuse; 'blue' scanner looks green due to green light, just use hints or labels; ltd hp packs for unltd radioactive items equals stop playing the game)
03:10:27 The Omnipresent Gaze of the Tra (props and ladders usually mean 'find ggun'; introducing the unfun mechanic of 1 weapon per slot in the heat of a fight is nop; reduced ar2 clip; item crate that can't be grabbed through broken window ends up with a battery in an unreachable place; not always clear what each button/lever does; nade puzzle is low visibility and wonky to pull off; enemies spawn behind player and getting hurt is unavoidable, don't; the layout was impressive to look at and navigate)
03:43:00 Wash and Repeat (lots of poorly communicated stuff; I tried to take this nonserious entry seriously til the end but map doesn't end)
04:14:00 Creier (too many elements for the 1st puzzle, right ones don't stand out; why was the empty bookcase highlighted in red? the solution is not obvious nor smart, it's as arbitrary as "guess what number the author is thinking")
04:36:30 expedition (the 3 levers are confusing; valves are confusing and have an order for no reason; this was a 'resupply/defend base' entry but it wasn't communicated, so I had infinite enemies, til I realized what I needed to 'refresh' AND that it requires 2 steps to do it; 2nd half of the map confusing since I already tried opening the *_SPOILER_* earlier, why are they 'open' now? cool vehicle)

Gameplay was not at the forefront but an afterthought or no thought at all for most entries. And the good ones are not gems so you are not missing out, skip this.