Half-Life: Alyx

Half-Life: Alyx

29 ratings
Concrete Chaos
   
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Tags: Alyx Addon
File Size
Posted
Updated
287.159 MB
17 May, 2021 @ 9:40pm
19 May, 2021 @ 12:17pm
2 Change Notes ( view )

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Concrete Chaos

Description
Fight your way through the destruction to enter the Combine tunnel. Keep moving. When the combine are dead, you're done.
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First draft of a high pressure, combat heavy, series of maps I hope to contribute to the modding community. My goal is small arena style exploration for the resources needed to hold off an onslaught of enemies. Limited resources in combat heavy / fight for survival arenas. The dynamic nature of Alyx's AI makes this very easy to feel highly replayable with just the choice of going right or left through an arena. I hope to enahnce the AI's assertiveness in future entries and more tightly balance resources. Feedback is welcome!

Known Issues
- You can walk outside the map.
- No environment sound/ atmospheric noise

Suggestions
- Try using limited weapons and aim for speed runs.
- Throw your favorite music on in the background and shooting to the beat ?
- Challenge yourself to never stop moving.

I have a medium beefy PC , so I’m interested in your experience from a VR performance standpoint on your respective rigs.

3070 / Ryzen 7 3700x / 32gigs / NVME SSD
17 Comments
vincent_g 19 Aug, 2022 @ 4:29pm 
It's one to test your skills
My play-through ---> https://youtu.be/0hmcltB4zRc
I_Monarch_I  [author] 5 Sep, 2021 @ 12:02pm 
Thanks for your feedback. I feel that Manhacks are a combative dance unto themselves that you either love or hate. It requires quick turns and layered movement and reload skills to suppress them in higher numbers. Sometimes the semi - random times they are released will feel cheap. I get that. I’ve made revisions to this in my current projects , a tactics that helps most is continually moving. This is the main thing I wanted from these combat maps I make. Forced constant movment. See my second arena , DMT for more examples like this . My third is in the polish phase and is a bigs step up in production/ polish / detail if you enjoy combat centric challenges !
I_Monarch_I  [author] 18 Aug, 2021 @ 1:20pm 
Thanks for the feedback λrokh, glad you had fun. This was my first proof of concept map. Stay tuned for my latest and greatest arena in the next little bit. Try out my other arena, Dynamic Movement Tactics. Read the description so you can try playing with the style I had in mind. I'll be updating both CC and DMT for the release of my next arena!
λrokh 15 Aug, 2021 @ 2:26pm 
Good combat-only map. Well designed. One of the maps that I will play again :steamthumbsup:

Only issue:
Some parts, mainly of the superstructure, have no clipping so enemies can shoot me through walls/the truck/ metal floors etc... and I can't see them to shoot back.
The parts can easily be identified using the laser pointer of the grenade thrower.

All smooth, no performance issues
2070 / Ryzen 9 3900XT / 64G / NVME SSD / Valve Index @ 90hz
Skummeh 23 May, 2021 @ 6:10am 
@Monarch, if you have any questions or get hung up, join us on the HLA Modding Hub Discord: https://discord.gg/2PveN4M

Looking forward to more challenging maps from you. We need more arena-style content.
Willhart 22 May, 2021 @ 12:53pm 
Hi. I made a video for this here:
https://www.youtube.com/watch?v=oYNcgC0WXMU
Clorox Enjoyer 20 May, 2021 @ 6:16pm 
Lovely
Christian 20 May, 2021 @ 5:16pm 
Looking forward to it. :steamhappy:
I_Monarch_I  [author] 20 May, 2021 @ 2:12pm 
Thanks for the feedback everyone ! I made this first arena as a bit of “ proof of concept sketch “ . It’s full of problems but still a fun fight . Thanks for trying it, bugs and all. Your feedback is helping me shape my next entries.

A certain amount of the geometry you use from the Alyx library doesn’t have “ cover” properties automatically applied , and I’m still learning which ones that’s true for , and how to change that for those that allow pass through .

Each map I make is teaching me more about the tools . I’m aiming to have more diversity of “ player pathways” in my next entry. Also well as the following :

- more deliberate scripting for AI triggers
- weapon pick ups that équip you more heavily as you progress
- environmental sounds/ effects
- more clearly defined endpoints

Hoping to share my next entry of this combat heavy series in the next week or two, stay tuned ! Keep the feedback coming .
Christian 19 May, 2021 @ 5:19pm 
I really liked this map. I love combat heavy maps that are well designed.

What I didn't like is if you hid behind certain things you'd still get shot. For instance someone could shoot through a truck and hit me. So that might be a bug. Also the game didn't 'end'. There should be some goal or way to end. Perhaps think of these as 'capture the flag' where you have to defeat all the enemies then lead yourself to one linear path and do something to end the game.

I think it would have been cool if you could somehow get up top and engage the enemies on the scaffold one on one.

I think there was something wrong with the pistol. I can't explain it, but it didn't seem to fire correctly or fire like it normally does where you could tell what you were hitting. One thing that would have been nice is if had a laser since the majority of fighting was from afar. I basically didn't use the pistol because of this, unless it was very close encounter, in which case I Just used the shotgun anyway.