Half-Life: Alyx

Half-Life: Alyx

41 ratings
[Portal2] sp_a3_01
   
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Addon Type: Maps
Environment Types: Underground
Difficulty: No Combat
Tags: Alyx Addon
File Size
Posted
Updated
2.068 GB
16 Nov, 2021 @ 8:06pm
17 Nov, 2021 @ 8:34pm
2 Change Notes ( view )

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[Portal2] sp_a3_01

In 1 collection by NoBoi
Everything Portal 2
14 items
Description
A port of sp_a3_01 from Portal 2. This is the map after falling in "The Fall."

Also see:
It's not a direct port, as I took some creative liberties while porting it. For one, all the lighting is different and there's practically no fog. This was a result of me learning how Hammer works while I was making this, and I decided to ditch the use of fog. The basic functions of the map are all the same though.


Features:
• The music from the level.
• A giant working vault.
• Some funky lighting stuff because vrad3 broke the shading so I had to use vrad2.
• A bird that flies away with PotatOS and disappears.
• Semi-working fire and water.
• An elevator with broken physics that might exact revenge if you decide to walk into it a bit too hard.
• A (rather dumb) easter egg.

Known issues:
• The lighting can be a bit weird. As stated in the features, I had to use vrad2.(Kind of fixed - not dark anymore but vrad2 still makes the lights flash)
• Audio sync may be a bit off in some places.
• The buttons can sometimes act strange.
• Some of the sounds could be a bit too loud - let me know if this is the case.
• A̶ ̶s̶m̶a̶l̶l̶ ̶w̶i̶r̶e̶f̶r̶a̶m̶e̶ ̶(̶r̶e̶d̶)̶ ̶c̶u̶b̶e̶ ̶a̶t̶ ̶t̶h̶e̶ ̶b̶e̶g̶i̶n̶n̶i̶n̶g̶ ̶o̶f̶ ̶t̶h̶e̶ ̶m̶a̶p̶ ̶(̶i̶t̶ ̶d̶i̶s̶a̶p̶p̶e̶a̶r̶s̶ ̶a̶t̶ ̶s̶o̶m̶e̶ ̶p̶o̶i̶n̶t̶ ̶w̶h̶e̶n̶ ̶y̶o̶u̶ ̶m̶o̶v̶e̶ ̶f̶a̶r̶ ̶e̶n̶o̶u̶g̶h̶ ̶a̶w̶a̶y̶)̶.̶ ̶T̶h̶i̶s̶ ̶h̶a̶p̶p̶e̶n̶e̶d̶ ̶a̶f̶t̶e̶r̶ ̶I̶ ̶s̶l̶i̶m̶m̶e̶d̶ ̶t̶h̶e̶ ̶f̶i̶l̶e̶ ̶s̶i̶z̶e̶ ̶o̶f̶ ̶t̶h̶e̶ ̶a̶d̶d̶o̶n̶.̶ (Fixed)
• Vulkan probably doesn't work. (The last time I checked was a long time ago - it used to break the lighting and it still might do that).
• The music stops playing if you reload a save.


If anything else shows up, let me know! I'll be updating if enough stuff is severely broken, otherwise, I'll be working on another project.

Big thanks to TheBoxTrot for helping me learn how to use Hammer, I would have been completely lost a few times if I didn't have their help. Learning how to use Hammer was a pretty fun experience. I plan to make more ports after this one, and I'll try to make them work with SteamVR Home as well.



Skummeh has arrived! And I shall take his advice and make everything less dark. (Done!)
18 Comments
NoBoi  [author] 26 Jul, 2022 @ 10:11am 
Are you playing on desktop mode? You shouldn't see the preview lighting warning in VR. Regardless, this map is very outdated and I'm working on remaking it with better knowledge of how Source 2 works. This issue will be fixed in that remake. First, however, I'm going to be finishing up another project.
Pop4484 26 Jul, 2022 @ 12:07am 
Preview Lighting - Not indicative of shipping quality or performance. Please bake lightmaps.

this keeps displaying at the top of my screen
collindrennen 26 Nov, 2021 @ 3:15am 
@NoBoi:
Thank you for responding and letting me know about your decision process. I better understand, and respect, the choices you made when creating this level.
I look forward to any additional HL:A efforts you may create for the future.
NoBoi  [author] 25 Nov, 2021 @ 10:06am 
Here's a response to some of your key points Collin:

• I didn't alter any of the models that were ported from Portal 2, and that's why interactivity was minimal. The models and materials weren't built by Valve with VR in mind.
• The footstep sound was the same almost everywhere because that's just part of the process of porting everything.
• Getting damaged in the level was not something I wanted to happen, so I wasn't going to make the sparks hurt the player.
• In regards to collision, take a look at the first point in this list.
• In regards to why I gave the player weapons, I figured someone might find a use for them.
• I agree with the music point, I could've done it better.
• The reason for so much teleporting is because the level itself is huge. I also didn't adjust the height required to kill the player.
• The Easter Egg was an afterthought. I didn't put any effort into it.

I do still appreciate you playing and critiquing this port, thank you for doing so.
collindrennen 25 Nov, 2021 @ 4:19am 
- I did discover the 'Easter Egg', but wouild be lying if I didn't say I was sure what the Easter Egg was.
- Eventually, I got to the end of the level and was booted backl to the Main Menu.

There are some wonderful features to this level, and gives the impression there is a lot more going on, than what is being presented. I would enjoy seeing a follow-on effort that expands on this mysterious world you have created. Thanks for the opportunity to play this.
collindrennen 25 Nov, 2021 @ 4:18am 
Providing some context of what this place was, would have helped me understand what i was looking at.
- Despite having nearly unlimited ammo, I don't believe I fired a shot, and ultimately by the end of the level, I felt like I went through a walking simulator. From an exploration standpoint, the level worked, and I enjoyed walking around, discovering the environment.
- When music was playing, it felt disjointed, like a abrupt change between two songs, instead of a smooth transition. The music itself was fine, buut often felt more action themed, as compared to a slower paced musical piece that would enhance the scale and scope of the areas I was walking around in.
- There was too much 'teleport jumping' to move around, and from heights that would normally kill myself in nearly any other level. Having more ladders to climb, or discovering different routes to go from 'up here to down there' would have allowed me more to feel like I was part of the world.
collindrennen 25 Nov, 2021 @ 4:18am 
- There were occasional collision issues with some of the concrete tubes at the beginning of the level; as in I could walk through a portion of the tube.
- Now the overall mood set by the visuals was quite striking, and had a wonderful sense of scale as I was looking around. It gave me the feeling I showed up after a major sabotage effort had taken place.
On the flip side, the more I walked around the level, the more I felt like I was walking through areas where assets were thrown together, without providing a feeling that everything I was seeing was put together in a logical fashion. It was by no means incomprehensible, but I was left with the feeling of 'What the duck were these folks thinking when they built this place?!'
collindrennen 25 Nov, 2021 @ 4:17am 
Played on a i7-8700, 16GB RAM, GTX1070Ti with a Valve Index (90Hz, Motion Smoothing On). Observations are as follows:
- Smooth framerate throughout the level.
- Smooth turning and locomotion worked just fine.
- Interactivity with the environment felt minimal, and at times, non-existant. The start of the level had me knee-deep in water, yet it sounded like I was walking on dry ground. Going near the electrified 'cylinder' had absolutely no effect on me; electricity was in my face and I was okay.
This might've worked better if you lost health every time the cylinder lit up, and electrified the wate I was standing in; forcing me to get out of the water and finding a way to turn of the electricity in order to be able to explore more.
Skummeh 18 Nov, 2021 @ 4:37pm 
"Maybe I'll make a combine encounter within Aperture someday."

Half-Life 3 confirmed
NoBoi  [author] 18 Nov, 2021 @ 4:36pm 
To Skummeh: Thanks! I'm glad you enjoyed. Further comment from me is on your video.

To Tickler: I could add combine but I don't think I'll do that for this map. If it means anything to you, the next map I'm working on is a port from Half-Life 2: Episode 2 that focuses on a combat encounter within that game. Maybe I'll make a combine encounter within Aperture someday.