Half-Life: Alyx

Half-Life: Alyx

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25 Comments
vincent_g 11 Oct, 2022 @ 9:04am 
my playthrough ---> https://youtu.be/i9vyN6qKVK4
Travelller 23 May, 2021 @ 8:24am 
Great fun - really enjoyed this! Played on hard - perfect :steamthumbsup:
Skummeh 22 Apr, 2021 @ 5:32pm 
Made one last review video for this where I reiterated the need for more refined combat at the end, plus a few comments on the visual and audio design: https://youtu.be/bCdoICICe98
ARF_Trooper_ 18 Apr, 2021 @ 12:12pm 
Loved the map!
Actual_Artifacts 18 Apr, 2021 @ 9:00am 
Really great mod. The level design and gameplay was very nice. My only critique would be suggesting another art pass. Some of the areas felt a little bland or unfinished visually. If this was looked at again with more attention to edges, material transitions, props, and lighting, this could be a stellar map.
CharlyPlayman 16 Feb, 2021 @ 2:01am 
Great mod. Very well worked. Highly recommended
Skummeh 30 Sep, 2020 @ 5:07pm 
@KryPixell My pleasure! It was fun to play with the changes made; I think you'll have an awesome final product on v1.3 :)
Matt  [author] 30 Sep, 2020 @ 3:50pm 
@Skummeh Thanks so much! I spent most of the time working on balancing so I'm really glad you enjoyed it, even on hard difficulty. And yep you're spot on about the combine AI at the end, they each have their own specific points to reach after a trigger spawns them in, and I'm only just realising now they won't even fight back until they reach it. Your feedback, as always, is incredibly useful. Thanks!
Skummeh 30 Sep, 2020 @ 7:43am 
@KryPixel I think you vastly improved the map, balancing the combat and scavenging elements perfectly for the map length, and also increasing the difficulty. The Combine AI was a little wonky in the end which I explained in the video, but otherwise the map was a great improvement. https://youtu.be/FllcVHuKEvY
Matt  [author] 30 Sep, 2020 @ 2:42am 
@Skummeh If you're still interested, I've just put that update out!
Skummeh 22 Sep, 2020 @ 8:59pm 
Sweet...staying subbed and looking forward to it.
Matt  [author] 22 Sep, 2020 @ 5:42pm 
@Skummeh Thank-you! In the next update I'm going to completely overhaul ammo, resin and combat. Dunno how long it'll take, but it'll happen sooner or later.
Skummeh 22 Sep, 2020 @ 9:04am 
@KryPixel Just played it. The ending seems fixed. The scavenging bothered me less this time, but I still feel like there should be a good ratio of scavenging/puzzles/story/combat, and this one needs balance between scavenging and combat.

https://youtu.be/WnNsyBUYpNU - Might have to wait a bit for the HD to process
Matt  [author] 22 Sep, 2020 @ 6:44am 
@Skummeh Just released the patch! So sorry for the wait.
Skummeh 21 Sep, 2020 @ 7:48pm 
Sounds good! This is a nice improvement over Combine Intervention and feels much more complete.
Matt  [author] 21 Sep, 2020 @ 7:43pm 
Just finished it, but it'll take a few hours to rebuild and bake all the lighting. I don't have time to do that now so probably in half a day or so.
Skummeh 21 Sep, 2020 @ 7:33pm 
@KryPixel Nice...I'll definitely give it a try after you update it and give you some fresh feedback. Thanks for making this!
Matt  [author] 21 Sep, 2020 @ 6:32pm 
@Skummeh Thanks for the feedback! I've got a pretty big patch coming out in the next 36hrs-ish that should hopefully circumvent this elevator bug. Whilst their is little to compensate for excessive resin, I've added a few more combat scenarios and overall enemies to some areas. It's nothing game changing, but I have to agree with your points on difficulty.
Skummeh 21 Sep, 2020 @ 4:02pm 
Aside from the first battle which caught me by surprise, the rest was way too easy with ample grenades, weaponry/ammo, and cover. Maybe some manhacks or soldiers flanking would help improve that at times. I only lost about 2.5 hearts of health total throughout the entire map. The final battle was especially a letdown as I was easily able to use cover to kill the few number of enemies that came my way. Would definitely like to see you expand the final battle by simply adding more waves and have them come from all sides at times.

Lastly, I had the same issue as Blax after the elevator. I was able to see where the door should have opened, and part of your end-of-game "thanks for playing" text.

Overall there were many great aspects of this map that were overshadowed somewhat for me by the issues I mentioned. That said, I still enjoyed it quite a bit and am looking forward to more if you are so inclined. Nice work!
Skummeh 21 Sep, 2020 @ 4:02pm 
Feedback: Too much resin! Some may disagree with me, but if you are making a single map and not a full-length campaign, then the excessive scavenging of individual resin as opposed to the bundles of 5 is tedious and only pays off for the final battle. If you ever decide to expand the map into a campaign, then you can convert some or all of the fivers into singles, instead of having to remove like 50 individual resin to make it not excessive. Again, this may be a personal opinion but I think also having so many areas to scavenge (drawers, cupboards, etc.) gets tedious as well, weather you are finding items or not. That said, you had a really nice amount of ammo stashed around to scavenge, meaning it wasn't too much and you had to manage your resources wisely.
Skummeh 21 Sep, 2020 @ 4:01pm 
Nice map, Kry. I played it on Hard and here are my thoughts.

Positives: I loved all of the floating text; it did actually gave me more of a sense of purpose in the map as opposed to following the path to get to the end. The backtracking aspects were well done, and although I didn't die, it looked like you added a good amount of autosaves which I've seen other creators have trouble with in backtracking maps. The layout was good and the environment felt fairly natural with an appropriate amount of clutter. Nice to see music used 3 times and the first battle caught me nicely by surprise.
Matt  [author] 20 Sep, 2020 @ 4:00pm 
@Blax without spoilers did this spawning outside the map occur near an elevator?
johnhill 20 Sep, 2020 @ 11:34am 
This was fun and a good concept. The combat could have been more challenging, but still a lot of fun. thanks
Blax 20 Sep, 2020 @ 10:50am 
this was cool until i spawned outside of the map
TinyGamer 19 Sep, 2020 @ 1:41pm 
pretty good!