Half-Life: Alyx

Half-Life: Alyx

In Siege
115 Comments
Norm in VR 16 Nov, 2024 @ 12:39pm 
I can't save the game
Diceman0925 4 Oct, 2024 @ 9:33pm 
Awesome job with this mod. One of my favorites. Plenty o' ammo too! ;)
RUSTY 9 Sep, 2024 @ 12:47pm 
It was intense! Love the third part especially!
Peanutman 26 Aug, 2024 @ 5:30pm 
this is a piece of shit mod
Bockjäger aka Nooby 28 Nov, 2023 @ 4:29am 
:steamthumbsup: Brilliant. The best addon since Alyx was released. I'm excited about the new levels :steamthumbsup:
hotmajl7 6 Oct, 2023 @ 9:55am 
10/10 super !
SaVage| Mr.Blond 3 Jul, 2023 @ 5:33pm 
Just played Episode 1 and half of 2 and I think that is most fun I have ever had playing any VR game - which is saying something! Outstanding work! Gameplay 10/10 Attention to Detail 10/10
Dobryi 15 Jan, 2023 @ 10:45am 
This is a great idea and great execution! It is unlikely that anyone will be able to create something more grandiose. Too bad there wasn't a sequel. The only thing that annoys is the appearance of enemies "out of thin air" and in large numbers. Even if they suddenly appear behind you, they must enter the room in turn through the door ;) :steamthumbsup:
Menachem 19 Dec, 2022 @ 8:20pm 
stop spawning manhacks 3 inches from my face wtf lol
Skummeh 17 Dec, 2022 @ 3:08pm 
@JeppSeven this was one of the first exceptional combat maps to hit the workshop back in the day, and still remains as one of the most challenging maps to date. The first that truly hit those notes for me was Police Station Raid by Cunnah. It can only be found in the Combine Presence mapping competition pack. Give it a try; still a masterful action map.
JeppSeven 17 Dec, 2022 @ 11:17am 
I love this map, been through it a bunch of times now. Intense combat in the finale, big test on how well you use cover. Tons of ammo about so you can really go for it!
no.one 13 Nov, 2022 @ 12:37am 
My favourite so far.
mizzack 27 Sep, 2022 @ 8:03pm 
One of my favorites. I really hope Makah keeps making new maps.

This is an action-packed map that is a full hour of non-stop Combine slaughtering. Be sure to add the auto-loader and grenade launcher to the shotgun for extra fun
vincent_g 9 Sep, 2022 @ 4:29am 
Like the street combat and the room to room combat and the street combat and the - well should I go on. Very nicely done.
My Playthrough ---> https://youtu.be/wKlp5BdjTTM
AZiZ - The Combat Fighter 7 Aug, 2022 @ 7:26am 
I think I've played through this 5-6 times over the past year or so. I rarely play through mods more than twice but I keep coming back to this. It's always fun. The fights are challenging but not over the top, Great level design and variety. The best workshop has to offer. Hope you keep making more.
Glockstr 2 May, 2022 @ 3:09pm 
I have hundreds of hours playing HLA (& Mods) and without a sliver of a doubt this is by far the hardest Mod I have ever tried to play. I said tried because I'm still getting my ass kicked in whet I think is the 3rd level? I actually had to take a break because I started to perspire pretty bad, lol. More on the up side, this is an awesome piece of work. In my opinion, very creative, it's tons of fun. Want action, thrills, getting your butt kicked a little more then usual, this is the one... Great work, look forward to ant other work you may have done. If not, you should, lots of talent here...
deeman 5 Apr, 2022 @ 9:17am 
the riddles are way to far gone. I like the game, because riddles are more a sressfactor, or to do in aquick manner. But to run around endless to look for sth, which isn´t affordable - thats notzt fun. Boring.
deeman 5 Apr, 2022 @ 1:58am 
what a pathetic detail: the riddle with the closing discs, through which you have to guide the triangle tip, is my personal over. I can't control this little tip with the ocoulus rift s. I must have tried for the thousandth time to get this under control - to do nothing. That's why I always have to cancel such mods, because that really kills the game. This is totally dull and boring. I don't really understand why this has to be, but it's really, really disappointing. So much work that I really appreciate, and then it just doesn't work. That annoys me. I love the amo and all, but, f*** off with that riddlebum.
salty red 10 Feb, 2022 @ 6:08pm 
i just played through the whole thing, as a combat experiance its a 8/10 as a vr game id give it a 4/10, lacks exploration, and theres a few to many enemys but over all id recomend it to anyone who liked alyxs combat:steamthumbsup:
λrokh 4 Jan, 2022 @ 4:41am 
Replayed it after some time - still amazing. :steamhappy:
For my taste it is most fun on normal and quite challenging on hard.
The Aperture Science Theme wave shooting is always fun
Also made a video: https://youtu.be/Dtla3EoNi90
melc 18 Nov, 2021 @ 5:27am 
At first I overlooked this map pack but after I gave it a go I can say i was pretty good. I appreciate that the combat to puzzle ratio was something like 75%/25%. Too many custom maps rely on tedious puzzles that just bore me to death. Even the official campaign suffered of this in my opinion. Combat focused maps are really nice. The author made good use of the city building assets, too. This map pack really stands out. I also appreciate that the supplies are plentiful so I can focus more on the combat instead of looking through dumpsters constantly.
melc 18 Nov, 2021 @ 5:26am 
I see why some people hate the finale. It really needs some tweaking. Personally I would just get rid of the last fight around the corner completely. By that point the player has had enough, I think, especially after that large fight with the music. After all enemies suddenly died, I really thought it was over, but then the last last fight felt really tedious and exhausting by the end. It kinda replaced the triumphant feeling I had with a feeling of "it's over? thank God it's over".

Also, I think that the last two fights were not really that fun to play because of the less than ideal layout of the arenas. They would benefit from more central cover to allow the fights to loop around. Check out this video. It's about a HL2 map but I think that it also applies to HLA. https://youtu.be/o9P-uSkcm1c?t=765
PulledStork 16 Nov, 2021 @ 9:47pm 
It was good until the last episode. Like another user said, the long range fighting with near-endless NPC is very repetitive and you are basically backed into a corner during that whole sequence with them coming from both sides. Not quite sure why it was designed this way but the creator did a good job of making the first two episodes with interesting level design.
Skummeh 17 Oct, 2021 @ 10:09am 
@Italian Boy yes the credit sequence is the end and there are no Easter eggs there.
Mr. Gordon Freeman 16 Oct, 2021 @ 6:10pm 
Ahhh, I love to have already some of the prior gun update's. All moders should copy you on this because, everyone here already finish the game and did the majority of the updates already. No point to do it again on every mod. The perfect way should be to check and imitate how people finish the updates and start with that. Cheers!
Mr. Gordon Freeman 16 Oct, 2021 @ 6:07pm 
The best experience on mods until now, thank you! The only strange thing is when i finish it and get into potato trophy and put the little potato battery over it, nothing happen, i only see the credits on the wall, but is that the finish?
Skummeh 11 Sep, 2021 @ 3:53pm 
Tested this on Merciless and it stops being fun during the finale sequence because the long range fighting that HLA is not ideal for is made even more untenable with the Merciless accuracy reduction on the SMG. Here is my playthru: https://youtu.be/I8UuhbLOV-Y
Actual_Artifacts 24 Jul, 2021 @ 9:22pm 
This is still my favorite map on the workshop. Please make more! It took me a couple of plays through to realize the nice spatial continuity throughout (the force field at the end of the first street has the ending street on the other side of it where the Glados battle happens). If the level of detail of the interior spaces was improved (ceiling and wall details, ventilation, pipes, conduit, etc.) and the lighting had more dramatic contrast (most of the interior spaces had especially bland lighting), this would be stunning.
I_Monarch_I 1 Jul, 2021 @ 2:16pm 
This map was a lot of fun, but I could have done without the interior puzzles. Loved all the exterior environment sections.

If you enjoy combat heavy maps, you might like my combat challenge - Dynamic Movement Tactics.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2526517006

:steamthumbsup:
Christian 12 Jun, 2021 @ 6:40am 
This was insanely fun. I thought the outside portions were better than the inside. The game really picked up as soon as you got outside. I like the progression of difficulty and the combat was just perfect. The element of randomness and additional waves was great. One suggestion would be some indicator that in order to progress you have to move forward through the gates once the shields are down, otherwise the waves keep coming. There was no real indicator of that.
e.northman 21 May, 2021 @ 1:23am 
Had so much fun with this!!
csysh1 18 May, 2021 @ 11:19pm 
awesome map!!!! ever!!!
The music in part 3 is very impressive!!!
{FR}-LK_1 17 May, 2021 @ 3:33pm 
bonjour de la france superbe map continu comme sa , force a toi
echo54 14 May, 2021 @ 8:45pm 
Nice map!
Skummeh 11 Apr, 2021 @ 9:10pm 
The most relentless action-oriented map in the workshop by far. The only thing I'd like to see is a bit more sound design elements, but honestly with how the action goes throughout the map, it's hard to even notice. Still a bit of ambient but not overwhelming and well varied action music would really complete this campaign. Makah, I don't think I truly appreciated how awesome this map was until seeing that no other map has been released since that meet the standards of ultraviolence that this one does. It's masterful. Here's my updated playthru and review: https://youtu.be/uWaIy8HVfa0
Actual_Artifacts 13 Mar, 2021 @ 6:28pm 
Honestly, after playing everything I can find on the workshop, I think this is my favorite mod. Really fun, relentless combat. We need more mods that are as relentless as this! Please make more!
Makah  [author] 6 Mar, 2021 @ 7:54am 
Thanks for letting me know Skummeh! Thats really nice :)
Hopefully Ill manage to find time one day again to get back to it and finish it with one/two last levels (tunnels/drainage).

And TheGrimReaper0011 thanks for your feedback, the feedback for level3 is 50:50 too many, too random, tool little cover VS finally super heavy combat where you dont know everything. I thought about how could I satisfy both, but its difficult to fix one without loosing the other.
If I get back to making more maps, I may try to adjust stuff. Or give player an option to not fight and just enjoy the environment.
Skummeh 5 Mar, 2021 @ 4:15pm 
Congrats on being featured as the 10th best map to date for Alyx by BenPlaysVR. Well deserved, Makah. When this came out, the intense combat was a wonderful contrast to the muted fights from the original campaign. https://youtu.be/ORaaZj3U0EQ
TheGrimReaper00 5 Mar, 2021 @ 4:05pm 
I liked most of this but I do not find the last part hard. It is cheap, plain and simple. There is barely any cover for you to use and it just becomes a total mess so I just waited behind cover where enemies just show up in your line of sight for your shotgun.
So it either ended up being frustrating to play or boring to play at the end. Definetly could have been better. It is okay to have a more combat heavy section but then offer more cover, make sure the enemies aren't shooting you 24/7 and do not just set it to random. The end was just a complete mess.
Makah  [author] 21 Dec, 2020 @ 2:37am 
Hi thanks for you thoughts :)
I deliberately chose to not use flashlight, to because it kills tge atmosphere. I may add an extra light in there though so you can see better ;)

Also about the gates, Ill try to go through file sounds to see if I finď anything that would make it clearer, but not sure I'll find anything appropriate
Den Media 16 Dec, 2020 @ 11:10am 
an excellent card with inconspicuous ways. you are welcome. add a flashlight to the ventilation and explain when the gate opens during waves of combains.
Travelller 25 Nov, 2020 @ 2:33pm 
No worries, @Makah, good things take time ;) Thanks again :steamhappy:
Makah  [author] 24 Nov, 2020 @ 5:13am 
thanks for the kind words, Im happy you had fun :) I have plans to continue with one or two (less combat heavy) levels, but unfortunately I didn't have any time to ge to it in the last few months :/
Travelller 23 Nov, 2020 @ 6:41pm 
Wow, that was most awesome! :steamhappy: I loved all three and I would say No2 is probably my favorite.

I played all of it on HARD & payed the price towards the end. As noted below, the "waves" of combine attacks did make me a bit nervous because after what.... the 3rd (or was it the 4th?) wave, I was certain there was a bug... :-/

I really enjoyed the "tower battle" (love the reference to Portal!) :steamhappy: and when it ended, moved forwards to the next "activity". At one point I realized I had to go back to get some health from the tower area & surprise, surprise, the music queued up again... luckily once I jumped back down, everything "quieted down" (read: reset).

But nevertheless, it was a REAL BLAST and I will for sure be playing through all three again! Thank you for your most awesome contribution to the community :steamhappy:

SPOILER ALERT - avoid the link unless you've finished!!!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2296770980
Makah  [author] 6 Oct, 2020 @ 11:09am 
I understand that. If just that the spawning system is not great at random AI handling. I do want to set up sentry points for the supressors though so they are a bit 'smarter'.

About enemies from behind, I thought about it, but Im sure a lot of people would hate me for that. Even the few manhacks from behind in the first level werent really favourite :D

And exploded wall as a point of entrance would be nice, but you need scripting for that and thats beyond my abilities :D
Skummeh 6 Oct, 2020 @ 9:29am 
I think @Joujoubox makes some valid points. It would be cool to get flanked from behind a couple of times at the pre-sewer barrier as well. I understand his point about getting bored at the end with similar waves coming again and again from the same location; it does take away from the replayability value of the map. That and the dogpiling Combine issue I mentioned before are two things I'd love to see changed for the better.
TheBoxyBear 5 Oct, 2020 @ 5:38pm 
Also I spent a good portion of the final fight on the wood platform on the left. The wood on that platform sadly had poor collision and it was hard to find spots where I could shoot the combine and finding a position where they couldn't reach me. Perhaps either fix the collision or add extra planks to block the holes.
TheBoxyBear 5 Oct, 2020 @ 5:36pm 
I'm just saying there are other ways to make a level difficulty that don't rely on having more enemies, especially not in the same area. The third level would have been way more enjoyable even with the same number of enemies, but in smaller waves and with variety in their point of origin. Maybe just make a door blow up instead of them all coming from the same spot would go along way towards telling the player they are making progress and not start to wonder if they might be dealing with endless waves and expected to be doing something to stop it.
Makah  [author] 4 Oct, 2020 @ 12:47am 
I'm sorry that hear you didn't enjoy the 3rd level, I admit its not for everyone. It is designed to be difficult enough, that you have to properly crouch behind cover and fight for your survival. I already have in mind where to continue (although it will take time, as I'm pretty busy now) and I believe this will be the most difficult level in the series.
TheBoxyBear 3 Oct, 2020 @ 3:54pm 
The first two levels really feel like an expansion to the base game but with the difficulty cranked up a notch and the end of level 2 really caught me off guard.

However, level 3 cancels out all the positive of the first two levels from nothing more than the excessive amount of enemies. I know it's supposed to be a hard mod but this isn't the way to do it and leave to boredom and frustration more than anything. During the last fights I just wanted it to be over it and that's never a good sign.