Half-Life: Alyx

Half-Life: Alyx

[Portal2] sp_a3_01
18 Comments
NoBoi  [author] 26 Jul, 2022 @ 10:11am 
Are you playing on desktop mode? You shouldn't see the preview lighting warning in VR. Regardless, this map is very outdated and I'm working on remaking it with better knowledge of how Source 2 works. This issue will be fixed in that remake. First, however, I'm going to be finishing up another project.
Pop4484 26 Jul, 2022 @ 12:07am 
Preview Lighting - Not indicative of shipping quality or performance. Please bake lightmaps.

this keeps displaying at the top of my screen
collindrennen 26 Nov, 2021 @ 3:15am 
@NoBoi:
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.
NoBoi  [author] 25 Nov, 2021 @ 10:06am 
Here's a response to some of your key points Collin:

• 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.
collindrennen 25 Nov, 2021 @ 4:19am 
- I did discover the 'Easter Egg', but wouild be lying if I didn't say I was sure what the Easter Egg was.
- 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.
collindrennen 25 Nov, 2021 @ 4:18am 
Providing some context of what this place was, would have helped me understand what i was looking at.
- 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.
collindrennen 25 Nov, 2021 @ 4:18am 
- There were occasional collision issues with some of the concrete tubes at the beginning of the level; as in I could walk through a portion of the tube.
- 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?!'
collindrennen 25 Nov, 2021 @ 4:17am 
Played on a i7-8700, 16GB RAM, GTX1070Ti with a Valve Index (90Hz, Motion Smoothing On). Observations are as follows:
- 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.
Skummeh 18 Nov, 2021 @ 4:37pm 
"Maybe I'll make a combine encounter within Aperture someday."

Half-Life 3 confirmed
NoBoi  [author] 18 Nov, 2021 @ 4:36pm 
To Skummeh: Thanks! I'm glad you enjoyed. Further comment from me is on your video.

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.
Skummeh 18 Nov, 2021 @ 2:29pm 
A well done recreation made with care and love for the original. Well done! https://youtu.be/nw8GH-gr0gk
TesteTickler 18 Nov, 2021 @ 1:56pm 
Do you plan on adding Combine to kill? Always thought it would be neat to fight Combine in Aperture Labs :)
Skummeh 18 Nov, 2021 @ 4:06am 
Excellent! Will try it after work today.
NoBoi  [author] 17 Nov, 2021 @ 8:57pm 
The lighting has been fixed. I hope you and everyone else enjoy the change!
Skummeh 17 Nov, 2021 @ 4:08pm 
I'm gonna let you fix the lighting first, because I really don't feel like I've fully experienced it yet. I know you're bumping up on the 2GB upload limit which is an issue. If you can break it up into 2 workshop entries joined by a collection, it might be worth it.
NoBoi  [author] 17 Nov, 2021 @ 3:15pm 
Thanks! I commented on everything you said on your actual video. You can go ahead and make the video public, as I'll probably fix the lighting soon.
Skummeh 17 Nov, 2021 @ 2:02pm 
Very impressive effort! I loved the scale of it, the music, and it felt very much like the original. All of my feedback in the video are covered in your "Known Issues" section, so it's nothing you aren't already aware of. Hopefully seeing my playthru helps. Nice job! If this is your final build, let me know and I'll make the video public and rate it: https://youtu.be/DXBRtbtTbqE

Also I found the Discord comment in relation to the red wireframe if it makes sense to you: "and judging from this red wireframe you forgot a texture on one of the gibs"
Skummeh 17 Nov, 2021 @ 9:58am 
Hehe...I'll be there after work. Just downloaded it in preparation.