Half-Life: Alyx

Half-Life: Alyx

Investigation
67 Comments
-Milky_Way- 19 Aug @ 7:25am 
The mod is very interesting, the game design solutions are very cool and the mod does not let you get bored, but sometimes the mapping is weak
SaVage| Mr.Blond 9 Nov, 2024 @ 3:22pm 
@Skummeh Not sure what it was. I played some other stuff and came back to it and it worked. I just played through the whole thing and was thoroughly impressed. I have played 100+ alyx addons and this is top 5. Kudos @rharper I especially like the fact that at certain points, you really have to conserve your ammo, and at other points, you get super-stocked up. haha
Diceman0925 11 Oct, 2024 @ 9:37pm 
Jumping on that pipe was enough of a pain that I had to check Vincent G's walkthrough.
Skummeh 9 Apr, 2024 @ 4:03am 
@SaVage| Mr.Blond Could be conflicting addons or maybe you need to let your texture quality to Low (hit the Gear icon on the performance menu in HLA).
SaVage| Mr.Blond 5 Apr, 2024 @ 1:55pm 
Looks great but crashes almost immediately for me. Right after the first map starts and you walk by a couple combine and get on the street, steamvr crashes. I tried unsubscribing and resubscribing but still no good. I have played dozens of mods but this one just won't work for me. Any ideas anyone?
Glockstr 21 Nov, 2022 @ 2:53pm 
Well, I almost made it through the entire game this time but the finale (1/2 way thorough map 3) was a bit much for me, however, I loved the game. Your creativity, story line, custom scenarios, (no so much the dialog ) etc., etc was just nothing short of great! Very challenging and more importantly (to me anyway) was that it was Great Fun. You have created maps that will be around a long time with so many others waiting in the wings for a fun challenge... congratulations...
Mostly Luck 9 Nov, 2022 @ 6:57pm 
:steamthumbsdown: Can’t stand voice acting, it sounds so pompous as if Russel is himself a side-kick; and yet the quality of the voice acting is so much less than Russel that this makes absolutely zero sense and I after several of these over-reaching voice interactions, I just gave up.
vincent_g 22 Aug, 2022 @ 4:09am 
Not time yet to forget this one
Very well done.

My play-through ----> https://youtu.be/XmB2GgI12lY
drobertbaker 2 May, 2022 @ 1:46pm 
Me work hard.
Me die much.

This map is outstanding and deserves a far higher rating.
Zion Fox 2 Sep, 2021 @ 7:27pm 
Not sure if you know, but I've discovered a few issues in the final map.

After killing the strider, walking around to the back of it means it can shoot you. The AI is still active and although it looks like you flipped the model up side down if the head of it has line of sight, it'll activate and fire. During the last sequence on return to where you are introduced to the strider it can also see you in the fenced entrance facing the railway, and activates from there.

I found a soft-lock when trying to enter the control room at the end of the map. I barely passed the threshold of the doorway when it activated pushed me back out of the doorway, you said "let me close this door behind you" and I was locked out of the room. The last save was before the gun/zombie/antlion attack so I'd have had to do all of that again. Might be an idea to move that trigger further into the room.

Otherwise, very good map, difficult to break or glitch out of, good ammo placement and supply. I enjoyed.
rharper  [author] 18 Jul, 2021 @ 7:51pm 
@Duck-Yazi. That's why I step out for a cig.. err breath of fresh air!
Duck-Yazi 18 Jul, 2021 @ 5:54am 
太黑了,屎尿都给我吓出来了
Travelller 7 Jun, 2021 @ 6:00pm 
I really enjoyed these! Loved the added humor from the author :steamhappy: Thanks for your contribution to the community :steamthumbsup::steamthumbsup:
Skummeh 26 May, 2021 @ 8:50pm 
Nice update with some good fixes. I erroneously mentioned that you had adjusted some of the dialogue timing for the better, though it seems you haven't; I was probably just more used to it this time. Playthru video here: https://youtu.be/OVA0Ey3K3qs
rharper  [author] 10 May, 2021 @ 5:46am 
@ Gabbe (Radon) - thank you for the feed-back. The Xen area was the most hotly debated part of the map (between me and my co-designer) . I kept wanting to add more light and fewer zombies. He the other way. The hope is that the balance (with the bit of light, fewer head-crabs, but still the disorientation of the maze, and the awesome light given off by the revivers) generates quite an intense combat - I know I am certainly much relieved when it is over. Although, nothing can be to everyone's taste. I'll definitely think about resin levels, there should already be enough for one major upgrade in each map - so three in total - but some of it is a bit tricky to find. I've just added a couple of extra helpful lines - but I have an idea for a few more - I just need to make sure they work well. Once again thank you for taking the time to comment.
Gabbe 8 May, 2021 @ 1:48pm 
Interesting map, i think the dark area where you fight the two lightning dogs where just not fun. It was way too dark and they just ran back to the begining of the segment, forcing you to try and backtrack in compleat darkness. The glowing xen flaura gave some light but it was extremely limited. Felt like the map had a bit too much combat and not that much resin for you to upgrade your guns with, only had the laser on my pistol and smg at the end. Other then that, neat concepts, the voice in was unique and gave it a bit more of a narative, altho i feel like it could have been a bit more helpful sometimes.
rharper  [author] 6 May, 2021 @ 8:54pm 
Ha - I never even contemplated someone blowing that guy up! I love the way people do things completely differently from the way I was expecting! It must have been frustrating though and easily fixed. I'll add relocating the battery position to a list of minor tweaks I hope to push through this weekend (including preventing the skipping of the killing of the Strider!).

p.s. if you are enjoying the map, don't forget to give it a thumbs up - I'm only a few ratings from getting a star rating.
bleepblarpbloop 6 May, 2021 @ 4:34pm 
i got stuck for second because the battery in this room flew out the window when i tried to take down the combine with a gas canister. Figured it out after loading an earlier save. https://youtu.be/Y0bUfebyKDo?t=3240
Skummeh 3 May, 2021 @ 9:35pm 
Thank you for being up front about which assets you used. IMO your work here is transformative of the source material and deserves high praise. I recorded a playthru and feedback video for you, and would have given you a ton of verbal feedback, but your map crashes right after you win. I wrote a great deal in the description of the video. I hope it's helpful and I hope you make more content. Thank you for creating this awesome experience. https://youtu.be/Y0bUfebyKDo
echo54 1 May, 2021 @ 5:50pm 
I would have never of known of this map if I didn't watch Ben Plays VR
rharper  [author] 30 Apr, 2021 @ 3:03pm 
Yikes! Damned random physics - I spent so long tweaking that section to make sure it wouldn't happen and then of course it did! I am not sure there is a way round this, there should be an auto save just before you head up and the pipe almost certainly (fingers crossed) won't get snagged this time. There used to be a another way up (tall electricity box, top of handle, roof of hut -> beam) but I don't know if this still works and the jumps were VERY tricky. I apologise but I suspect the loading of a saved game or the auto save is the best way to go.
MrLee 30 Apr, 2021 @ 8:48am 
When going up on the turntable, the pipe is snagged up on the girder, so I can't get to it.
FPS Daisuki 29 Apr, 2021 @ 7:30pm 
My native language is not English.
So after acquiring one battery from the basement of the first combine base, it took me a while to realize that I needed to use it for a door inside the underground space.
I had to go back and forth between the elevators in the base, but other than that, it went very smoothly.

That one-eyed jellyfish flying through the air in Xenworld was really creepy!
The scene where the ceiling explodes and the crane pipes come crashing down on your head is like Disneyland.
Reusing the fairway junction from the campaign was a great idea. It was very refreshing.
The combine and the ant lion get into a big fight while being chased around by the strider.
This is a Hollywood monster movie!
It was challenging to play and took me two hours to complete.
And the banter between Russell and the narration voice actors was so much fun!:steamthumbsup:
rharper  [author] 28 Apr, 2021 @ 11:48pm 
@Christian Thanks! I have indeed started dreaming about a new map, but the timeline from dream to virtual reality is likely to be many months!
Christian 28 Apr, 2021 @ 8:39am 
I though the combine also weren't supposed to attack since the voice over (you?) says "we don't have to shoot the combine" but then as soon as I ran close to them they started shooting me lol. I love the melee and the chaos, it's probably the most fun in an add-on that I've had, but if there's a way to split the difference, or more of the chaos is coming to you as the player that would be good too. Maybe at that point you'd need more ammo. Anything coming out next? Because this was awesome.
rharper  [author] 27 Apr, 2021 @ 7:25pm 
The thing with the ants I'll definitely think about. It's supposed to be a feature i.e. one way to do it, although I try and trick you into charging head long into the mess ;) - but yes maybe they need to auto aggro you. Having said that, at this point the map is sooo complicated - I'm a little bit afraid to change anything!
rharper  [author] 27 Apr, 2021 @ 7:17pm 
I'm glad you enjoyed it. Yep that was the end I think I do the wrong console command which is why it quits. I have a patch in the works, I just need to test it a bit more.
Christian 27 Apr, 2021 @ 5:04pm 
Really dope, please do more. One suggestion, while it's fun that the combine and lions at the end start killing at the end, it would be great if they advanced more on me otherwise I can just wait around until they all kill each other. Also, when I jump on the train at the end, the game crashes. It goes to the cut scene voice over then just ends. Doesn't go to the main screen or anything, just the game ends. Not sure if that is on purpose, a bug or if there is more after that.
rharper  [author] 26 Apr, 2021 @ 10:07pm 
Hi.

The clues might be just a bit cryptic. I'll post the answer in seperate spoiler lines - stop reading when you think you get it!

Note the camera on the wall, and the poster.
You need to hold up something to the camera.
Something Dead
Hold the dead head crab up near the door - it should swing open
Disguised Poison 26 Apr, 2021 @ 9:14am 
Hi rharper, first off thanks a bunch for sharing such nice mod. I am enjoying it very much, except I have not been able to go very far really. I cannot find the elusive key to open that door in the under floor. The one showing on your 3rd image. I have checked every floor tile while down on my knees, and still cannot find it :(
rharper  [author] 26 Apr, 2021 @ 1:35am 
In the combine locker (the box on the wall to unlock). You have triggered the alarm now so its safe to open.
rharper  [author] 20 Apr, 2021 @ 8:27pm 
I can't even begin to describe how happy this review by
Ben Plays VR made me.
rharper  [author] 20 Apr, 2021 @ 8:24pm 
@6.2L HEMI - Thank you!
6.2L HEMI 20 Apr, 2021 @ 5:03pm 
I loved it!! Thank you so much for making it :D you are the man!
rharper  [author] 20 Apr, 2021 @ 3:49pm 
I did try with the dialogue between me and Russell ! :)
Quest787 20 Apr, 2021 @ 9:28am 
Thanks RLLMoFP! That would have been the ideal (slightly cryptic) in-game prompt.
RLLMoFP 19 Apr, 2021 @ 4:28pm 
Boyd, the Key to the door is laying dead on the floor.
Quest787 19 Apr, 2021 @ 9:21am 
I'm really enjoying your map but have got stuck early on. I pressed the first wall button, lowered the wall and crawled through into a dead end with a locked door. There must be another switch in here somewhere but I can't find it. A spoiler would be much appreciated.
woody9x 12 Apr, 2021 @ 3:28pm 
Mostly a lot of fun but part 3 was very frustrating with the only instructions on what to do coming from the voice. After I missed what he / you said, I had no clue what I was supposed to be doing next.
rharper  [author] 11 Apr, 2021 @ 3:09pm 
I'm really glad it all worked this time and even more happy you enjoyed it.

All these comments have been fabulously helpful - and you are quite right I shouldn't cause the game to quit at the end. I'll try and get that sorted asap.

Once again thanks.
collindrennen 10 Apr, 2021 @ 11:38pm 
The 'Ride of the Valkyries' moment near the end of the game was almost as dramatic as it was funny, and was a entertaining way of getting to the final goal without getting into another gunfight. The ending itself felt slightly anti-climatic, but with as much enjoyment as I got out of this level, it is not a big deal at all.

What was a big deal was upon completing part 3, the HL:A game itself shutdown, and kicked me out to the Steam VR Home Screen.

Aside from a slow start at the beginning, and some technical issues, this is an amazing level. You folks really nailed some Close Quarter Combat scenarios here (i.e. the Dark Maze), and climbing through the Silo (?) was a great time.

I may have to visit this level again, and see if it feels better playing through without any technical interruptions. Bravo!
collindrennen 10 Apr, 2021 @ 11:29pm 
Going over the train track bridge was a fun time, especially fighting the Combine on the adjacent bridge. I was looking down at railways beneath me as I traveled over the bridge, expecting an attack (both happy and disappointed, strangely enough). With going through the Strider/Zombie battle, I was on edge going over the railroad bridge.

I've got to give you credit on maximizing the use of the level. It felt like every place was used twice, all connecting in some serpentine manner, but not feeling like backtracking for the most part.

I also enjoyed the puzzle in de-powering the two batteries (?) in getting that one Gate down.
collindrennen 10 Apr, 2021 @ 11:22pm 
The updates to Investigation 3 were well worth the time (unfortunately, I deleted the part 2 game save already, so I could not verify the part 2 to part 3 transition). No crashes in part 3, and was relatively smooth playing from beginning to end.
The Strider battle was almost too intense (when coupled with the multiple zombie-crabs and armored-zombie-crabs). I was able to kill the Strider, but it happened so fast (to myself), I almost completed overlooked the Strider getting fried by electricity before I delivered the killing blow. And oh boy, did that Strider have amazing accuracy in targeting me.
The headcrab zombie battle by the train tracks was comparable, intensity-wise, to the Dark Maze part (the main difference being this one was in the daylight, but in a smaller space.
collindrennen 10 Apr, 2021 @ 5:20am 
- Once you get into the first play area,to the right there are some rail cars kind of pointing up to the sky (just below the Strider). I think there may be some invisible walls in this area, as I had trouble moving in a straight line in this area, and there was nothing in front of me.
- Finally, to go from the rail car interior to that side tunnel (which leads up the stairs) had a very small sweet spot to teleport for myself. It was small enough to where I spent a few minutes exploring the rest of the area to find the next area to go to, before I came back and found that 'sweet spot'.
collindrennen 10 Apr, 2021 @ 5:14am 
@rharper
Thanks for the reply. I do appreciate the efforts to resolve the bug, and will look forward to the update. It was just so exciting to move onto part 3 finally, only to find out I couldn't get very far.
A couple of observations on what I did play:
- Before getting into the 1st play area, there was a second Force Field barrier that activated, but I had trouble seeing, because when I tried to retrieve some supplies in the distance with the Gravity Gloves, they kept bouncing off some invisible wall. Once I moved a ceratin distance further, then I could finally see the 2nd barrier.
rharper  [author] 9 Apr, 2021 @ 9:03pm 
Hi

Ben had the frozen AI bug as well, and I have been working on a fix which I am just testing now. You getting booted out at that spot is I think linked - and I'm sorry you had such a frustrating time. You were just about to get to kill the strider too! I think it is to do with saves while enemies are spawning and that is a prime area. It is an intermittent bug that must be linked to some saves, I know I have died in that area multiple times without it rearing its head. I can only apologize and thank you for your patience.

Once I am satisfied I have the bug it still takes about 12 hours to compile the maps so hopefully by the end of the weekend - assuming I have correctly identified it.
collindrennen 9 Apr, 2021 @ 6:29pm 
At this stage, I see no reason to proceed any further with the game (mostly because it was a clean start up of the Level 3, and I'm getting constant crashes). I hope other folks are having netter luck than I am.
collindrennen 9 Apr, 2021 @ 6:29pm 
I went back and tried starting from Investigation 3. I think that was the problem I had yesterday was that Investigation 3 wouldn't load, or was gonna take its sweet time. To cut to the quick, after passing through a railway car, and going up a couple flights of stairs, I think I got to the roof of a building where a Stryder was having a fun time shooting at me. After ducking behind a wall, I got ambushed by 4 or 5 zombie crabs and died.

Any attempt to re-load the level resulted in getting kicked out of the game entirely within 10-15 seconds, and back to my Steam VR page. On one of the re-loads, all of the Combine enemies were frozen in place, and it seemed like every time I went up the stairs to get to the roof, the game crashed, and I was kicked out to the main Steam VR Home.

collindrennen 9 Apr, 2021 @ 7:30am 
@rharper Thank you for the responses.
Regarding the door puzzle: I now know better. I was looking at the sign as I had to somehow drag the corpse down there and hold the face up to the camera, but in the past I could never move a body very far. I would not have thought of the head crab, as all interactions in the past largely consisted of pulling them apart by the legs, and watch their graphical glitching take over.

Regarding the side tunnel, I just want to point out that when saving at this point, the game file save name (for myself) was already at Investigation 2 (making me understand I already was on the last map). If my understanding is accurate, the bug I think I am experiencing is because there was no map to load.

At this stage, I'm not sure if I need to go back and retry the game form the beginning (not my first choice).
rharper  [author] 9 Apr, 2021 @ 2:45am 
The side tunnel at the end is exactly where you are meant to go - that is the loading screen for investigation_part2 (the last map) - it takes you to Fairview Junctions and your final escape. I have no idea why the map didn't load. The easy route would be just to start the investigation_part2 map from the menu - although you will lose your customised weapons (you will start with some upgrades though). I'll do another run through shortly to see if I can work out what the problem is.

Once again many thanks for all your comments, I'm glad you enjoyed it!