Half-Life: Alyx

Half-Life: Alyx

Urban Canyons #JunebugBlues
18 Comments
λrokh  [author] 17 Nov, 2024 @ 1:34am 
@redeadening It shouldn't do that. Do you have any other addon active that could interfere?
You say "all the add-ons" this is just one that needs to be enabled.
redeadening 16 Nov, 2024 @ 5:57pm 
I'd like to play it but it keeps on kicking me out soon after I start. All the add-ons are enabled. ???
Skummeh 7 Oct, 2024 @ 4:35pm 
Glad I jumped in after we got the shotgun added. Such a fun map which starts out with exploration and a bit of humor and ends with some seriously challenging combat. I couldn't pull it off after a few tries on Merciless Hard and had to drop it to Normal. I could definitely do it, but it was getting to be a bit much, and Merciless Normal feels like the sweet spot for this map. Well done! https://youtu.be/k8UrL-WSUro
swaibaa 21 Sep, 2024 @ 6:46am 
> Before the patch there was no Shotgun, the fight felt unbalanced, or even unfair.

OMG I wouldn't have made it out the hideout with shotgum!
λrokh  [author] 9 Sep, 2024 @ 5:07am 
@william Awesome! Thanks a lot for the video. I'm so glad you enjoyed it.
Before the patch there was no Shotgun, the fight felt unbalanced, or even unfair.
william 8 Sep, 2024 @ 1:39pm 
i wonder what the map was like before the difficulty patch
either way i played the final battle and it felt very epic here is a video
https://www.youtube.com/watch?v=F6cJdfzXZgo
λrokh  [author] 20 Jul, 2024 @ 6:50am 
I took the criticism about the difficulty serious - yeah there were some negative votes :( - and made some more updates.
Biggest one is that you now, in addition, get the shotgun for the fight to seize the evil shotgunner Combine.
But I also removed latches of the doors to avoid cheesing the fights - you can still hide behind the doors but Combine can go through them.

Hopefully you'll have fun with the update, let me know what you think.
λrokh  [author] 5 Jul, 2024 @ 6:13am 
Thank you all for the feedback, critic and comments. :steamhappy:
I updated the map once more, especially the final fight after what I saw in @Neon's playthrough.
Fixed the spawning in the last part and brought back the "flinch" on the shotgun Grunts.
Also you can now find a cat in the map.
λrokh  [author] 3 Jul, 2024 @ 8:10am 
Thanks for the detailed feedback @Neon. Glad you liked the exploration part and the AI voices.
Your recording and feedback helps me a lot to polish the map, I cannot stress this enough - thank you! I will definitely polish the last part of the battle. Officer spawns much too late.
For the Combine, I deliberately removed the "panic" and set their animgraph to shoot. Normally they find the enemy, wait a bit and then shoot (OnFoundEnemy). The same goes for the part where they get shot (OnDamaged). It makes the combat feel different. Yes, the shotgun grunts are a menace, I think I'll change the one in the second spawn squat.
There are a lot of cover volumes and the Combine used them in your recording, they just leave faster, following an aiscripted_schedule.
I saw that it was frustrating at the end, so this will definitely have a work over.
Thanks!:steamthumbsup:
Neon 2 Jul, 2024 @ 1:15pm 
The way you have to explore the map to find keycards and do fights in between really reminds me of the original DOOM games
Neon 2 Jul, 2024 @ 1:14pm 
https://youtu.be/TEyuVRSJWhw
I really like the idea of a kind of a central hub map style. The exploration aspect was the star of this map and art & geometry came second. But that's it for the good stuff. You might not agree with what I write next. I don't think the combine fight was hard or spicy but I think it was frustrating and unpolished. Grunts equipped with shotguns seem to have no shooting delay sometimes and can kill you almost instantly. NPCs tend to run into the player and I don't think they use much covers (Did you use cover volumes?). I was able to run into the npc spawning rooms too. Anyways, still good job on the exploration part and I really liked the buildings too. The AI voices were indistinguishable from the real ones and it's cool to see you figured out how to make a 3d skybox.
λrokh  [author] 1 Jul, 2024 @ 3:52am 
Thank you all for playing! I have updated it once again, mainly for the aesthetics and to give more health in combat. I really enjoy watching your playthroughs as I always see something that could be improved. I also understand that the battle is spicy - yeah, I did a lot of AI stuff - if you don't want to fight, don't pick up the gun - your path will be clear, but you'll miss out on the challenging battle .
Hypernukeleosis 29 Jun, 2024 @ 10:25am 
Will this win?... Remains to be seen.
Sebb 21 Jun, 2024 @ 12:06pm 
Hate to admit it, but...

I'm a digger.

Good level!
JediPunk 18 Jun, 2024 @ 4:38pm 
Hello, i played your mod wich was very inviting to explore and experiment with its content. What i did. That rainy night in the wet empty street enviroment was my audiovisuel highlight. A calm athmosphere to explore. I was suprised the combine recognized my act of vandalism by smashing the windows. Your AI voice is really impressive. Cheers I recorded a gameplay video you can watch here on youtube https://youtu.be/nZafcLI5p40
SavageJoe 17 Jun, 2024 @ 3:31pm 
what a fun place to explore, I dead a few times but it didn't feel unfair due to the many different ways to approach combat :steamthis:
λrokh  [author] 17 Jun, 2024 @ 3:51am 
Thank you so much for the kind words! I love these map-jams.
All credit for the rain particle to Adesi, I just put it into the map (download link is in the description).
Also I just made a compile with 4k lightmaps (map+3D skybox)
samsonsin 16 Jun, 2024 @ 12:06pm 
18 hours? YOU Sir are a genius...I already know that, but 18 hours? And the rain!!