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this keeps displaying at the top of my screen
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.
• 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.
- 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.
- 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.
- 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?!'
- 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.
Half-Life 3 confirmed
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.