Half-Life: Alyx

Half-Life: Alyx

Concrete Chaos
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.
johnhill 19 May, 2021 @ 10:30am 
This was one hell of a fight. Definitely full of cross fire hell. In additions to some of the issues mentioned below, many of the metal plates provided no cover and rounds passed right through them. Not knowing what was solid and what was not was a bit frustrating but all in all a good map.
I_Monarch_I  [author] 19 May, 2021 @ 12:00am 
A system I would like to learn to integrate/ build is a rapid respawn , and random AI location spawning system to pair with it. On death, you'd get planted in a new area from a few randomized locations. So would the NPC's.
I_Monarch_I  [author] 18 May, 2021 @ 11:52pm 
Thank you! I'm learning the editors tools as I go, so Its a work in progress. Barebones shootin fun. I should have included a list of planned features. I'll make another detail and geometry pass to finish up the obvious map leaks, I'll also revise the resource distribution a bit more to increase the pressure and tension. I'm already working on my next map, so stay tuned for the next " arena" you'll have to sweep. Stay sharp.
collindrennen 18 May, 2021 @ 8:16pm 
- I did enjoy seeing that one multi-storied apartment (?) building with the one side blown off, and wondered why there weren't a couple of sniper there to pick me off.
- I did run into one health station that was mounted upside down.
- I ran into one enemy to where I could see him through a small opening, but could not shoot him through it. Instead, I had to go through a more open area to be able to shoot him.

Overall, this was an excellent 'preview' of a diversified battle arena that kept me on my toes, and wondering what was around the next corner. If you decide on future offerings in the workshop, consider me there.
collindrennen 18 May, 2021 @ 8:16pm 
- What was confusing is the Combine Heavy Gunners on the open walkway above me. Two of the four I discovered had their backs to me, which made killing them easier than expected. I did enjoy the attack from above, as I do not recall recently facing that scenario in other workshop levels.
- There was too much ammo available, and ultimately deflated a greater sense of tension of having to manage ammo, or switching to a different weapon (I stayed on one weapon the whole time).
- The combat was fairly basic, but the use of both open and closed space environment added an additional layer of complexity when searching around the level.
- I have no idea how the level was supposed to end. I thought trying to reach that button switch 10 feet up in the air, with no way to reach it through traditional means would end it. Even after enabling Developer Teleport, my hand went through the button, so that theory was shot.
collindrennen 18 May, 2021 @ 8:16pm 
Played on a i7-8700, 16GB RAM, GTX 1070Ti with a Valve Index (90Hz refresh). Observations are as follows:
- Performance was smooth throughout. No noticeable jitter/re-projection.
- Smooth Locomotion/Turning was exactly that....smooth.
- The overall level design was exactly how I might imagine a war-torn city in shambles, with a even balance of open spaces and more heavily obscured areas due to debris. It evoked a sense of having to check every corner, and especially having to check above you. This set piece was fairly close to evoking a feeling of 'Saving Private Ryan' at the end of the film.
- I liked how all Combine enemies did NOT converge on your location once you were discovered, but rather stayed in place, waiting for you to cross their area without checking for enemies.
Skummeh 18 May, 2021 @ 8:14am 
I had the mildest performance issue just as the map started but aside from that it was smooth. Detailed review and feedback here: https://youtu.be/R4smPhLnQKM