This version of the map is no longer supported and an updated version is now available here
If you wish to look at the history of the older version, read below.
Map: The Labs
Gametype: Project Chimera
"When a genetic mutation experiment goes wrong, evacuation becomes an absolute priority as you navigate The Labs."
The goal of Project Chimera was to genetically mutate human specimen to give them unique characteristics and abilities that would otherwise be impossible to accomplish as an average human.
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By mixing the DNA of an average human being and the DNA of any animal, the scientists' hope was to create a hybrid soldier with amazing abilities that can only be possessed by the creatures of nature. The only problem was trying to find a catalyst to control the genetic mutation. When a failed test couldn't handle the proposed catalyst, the test subjects underwent a genetic mutation without the limits of a supposed catalyst causing the subjects to become hostile and uncontrollable. Breaking free from their cells, an evacuation had to be issued.
Description
The Labs is a linear style infection map based in an infested laboratory due to a failed genetic mutation getting out of hand. You and your group must reach a safe room on the opposite side of the facility.
The twist to this map is that with the large size of the lab, there are two distinct paths to take to reach the safe room at the other side of the facility:
The underground path takes you to the underground tram system
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The upper floor path takes you through the rest of the labs.
You and your team must collectively pick which path to take as when one path is chosen, the opposite path is closed off.
Background
A Chimera is a fire-breathing monster composed of several animals.
With the idea of creating genetic mutation hybrids, this Greek mythical creature came to mind thus Project Chimera was created.
I wanted to create a linear infection map where there was choice implemented into it. At first I wanted to create a pick and choose path linear infection map but due to limits in forge, I only made one choice at the start of the map.
This map is apart of a three part series following the story of the scientists trying to reach safety (Part 1), looking for a supposed cure (Part 2), and implanting the cure into the main mechanism and evacuating the laboratory (Part 3).
Tips
Humans
- Teamwork and communication is key (as with all linear infection maps) Holdouts become progressively harder as the map progresses.
- Weapons are usually supplied at every holdout but at times, there are some hidden power weapons which can really help the fight
- The infected are very fast so team firing and calling out the infected's positions are key to survival
- (Other than sprint) Clamber and thruster pack are the only spartan abilities at your disposal so use them well
Infected
- As said previously, the infected are very fast and are equipped with thruster packs, but to make matters worse, Alphas are able to sprint and really close the gap between the humans
- Although a single teleporter will lead you to progressive spawn locations, those locations at times will have multiple ways to get the jump on the humans
- The infected are quite weak but speed is their ally. Attacking the humans in large groups will cause utter chaos and usually the death of several confused humans
General
- Progression is absolutely mandatory. If you as a human or infected stay back, teleporters will spawn killing you if you do not move ahead in the map
- Everything on this map is based on a 4-minute time limit so each trigger occurs at a specific time so pay attention to the time counter! (See list below for time sequences)
Key:
(___) - Human triggers
[___] - Disturbed triggers
*Triggered by a button
**Shows how long the door takes to close, not when it happens
Underground Time Sequences (Down)
3:30 - [First spawn location opens]
3:15 - (Door button spawns), [Second spawn location opens*]
2:35 - (Button to start train spawns), [Third spawn locations opens*]
2:00 - [Fourth spawn location opens]
1:30 - (Emergency Exit door opens)
0:45 - (Door to saferoom opens), [Final spawn location opens]
0:30** - (Saferoom door closes)
Laboratory Time Sequences (Up)
3:30 - [First spawn location opens]
3:15 - (Door button spawns)
3:00 - [Second spawn location opens*]
2:15 - (Door to generator room opens)
1:30 - (Door to gondolas opens), [Third spawn location opens*]
1:10 - (Button spawns to activate gondola), (Fourth spawn location opens*]
0:45 - [Final spawn location opens]
0:30** - (Saferoom door closes)
SPNKR Rocket Launcher
In the spawn room, the Chimeras will be coming from a small room below where the humans spawn, in that room resting on a control panel are the rockets. Be careful though since the Chimera's spawn right next to that room!
Halo CE Magnum (Laboratory Path)
Upon entering the second phase, you'll see various cryo chambers holding various specimen. One of the chambers is slightly open spewing gas out from under the chamber. Walk closer to the chamber and you'll see the Halo CE magnum inside.
Halo CE Magnum (Undergound Path)
Once you reach the train, the door leading to the roof of the train will be closed until the train stars moving. Once it does open, jump on top of the train and the Halo CE magnum will be on the roof of the train. But be quick, the magnum eventually slides off the train while it moves!
Railgun in Piston Room (Laboratory Path)
When you reach the piston room, in the center of the moving pistons is one large stationary one. On top of it is a railgun.
So… I really do like making hidden secrets in maps that I make.
So, there is a FULL BLOWN multiple step easter egg that I created. The only hint I'm giving is this poem (cause it's cool and mysterious and…why not) and this "random" statement about the story.
What lies below
Cannot be seen
Destroy them all
Wipe it clean
If you head up and progress
The door will rise
If you go underground
In a room, it lies
While riding a machine
A bright light fixation
One stands out
The answer is activation
The finale awaits
What was once locked away
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But you unlocked it's seal
Now rain destruction and dismay
"Code Red has been initiated on Protocol FC 0.40
Its intel must be destroyed."