Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
My play-through ---> https://youtu.be/0hmcltB4zRc
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
Looking forward to more challenging maps from you. We need more arena-style content.
https://www.youtube.com/watch?v=oYNcgC0WXMU
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 .
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.
- 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.
- 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.
- 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.