Half-Life: Alyx

Half-Life: Alyx

Compliance Unconfirmed [PART 1]
48 Comments
Matt  [author] 14 May @ 5:22am 
Hi all, been a while. but I have since open-sourced both CU1 and CU2 on GitHub!

CU1: https://github.com/probablyok/compliance-unconfirmed
CU2: https://github.com/probablyok/compliance-unconfirmed2

Thank you all for playing <3
Mostly Luck 14 Apr @ 12:01am 
Thumbs down. It's really illogical and lots of backtracking. Nothing really makes sense. No story at all. :steamthumbsdown:
λrokh 20 May, 2024 @ 2:28am 
Played this 3 years ago as one of the first workshop maps I ever played and had another go now.
Still a fantastic map that's really good fun to play.
Made a playthrough this time: https://youtu.be/xvtoJjXqveo
Will re-play the second part soon.
hotmajl7 24 Sep, 2023 @ 4:38am 
This is super :steamthumbsup:
vincent_g 23 Jun, 2022 @ 1:30pm 
Low on health but still made it through.
Even had my Wifi get disconnected near the end.

My playthrough for both Part one and two - https://youtu.be/PGygaBsSqXU
FPS Daisuki 5 Oct, 2021 @ 3:32pm 
As I climbed the ladder to the right of the elevator, I didn't notice the multi-tool terminal to the right of my face.
Other than that, it's a great map with some fun Combine combat!
Skummeh 24 Sep, 2021 @ 4:07pm 
Both Parts 1 and 2 work fantastically with Merciless Mod. My playthru here: https://youtu.be/B060ikPbUsg
Matt  [author] 10 Aug, 2021 @ 10:37pm 
@Ube I admit, the keycard system is a little flawed. Not to spoil much, but if your unsure as to if you need a card or not, just place it somewhere safely and come back to it if neccessary. The map was playtested to ensure you couldn't softlock by leaving a card in a locked area.
Ube 10 Aug, 2021 @ 8:53pm 
In the description you advise that we shouldn't "instantly dispose of any keycards". Is there a sign as to when they become useless or do we just have to guess?
Underqualified Gunman 8 Aug, 2021 @ 6:14am 
enjoyed most of my time with this except for the part where i got stuck because the wall socket for the wire puzzle was a a bit hidden other wise a fantastic map.
Reino76 8 Aug, 2021 @ 6:03am 
A really cool map with solid close quarters action! The only thing I found a bit strange was the complete lack of any ambiance, so be prepared for some quiet times when the action's over.
Matt  [author] 24 Jul, 2021 @ 2:05am 
Glad to see most of you are still enjoying part 1! Thanks for the continued support!
MONTANI12 18 Jul, 2021 @ 11:42pm 
This was a really cool game, First time I've seen two endings in a mod for alyx, Amazing!
klober 13 Jun, 2021 @ 4:44pm 
the first enemy killed me because i had no warning and no cover and was softlocked because i had no saves to load
Travelller 7 Jun, 2021 @ 6:06pm 
I really enjoyed your map & looking forward to the next part :steamhappy: Thanks for your contribution to the community :steamthumbsup::steamthumbsup:
Skaut69 3 Jun, 2021 @ 11:12am 
Good map. Hell of a fun. Enemies placement is kind of "unfortunate". You don't have much time to react or hide behind some cover.
λrokh 26 May, 2021 @ 12:01pm 
Great fun to play, well designed.
Skummeh 29 Apr, 2021 @ 12:47pm 
I created a new playthru/feedback video for the updated version here: https://youtu.be/B26b90X8oI8

Exceptional job! I enjoyed the aesthetics and the running narrative, personally. It fit the notion of being in a facility converted to this purpose. To me, it was extremely polished.
Mr.Pink 18 Mar, 2021 @ 1:20pm 
amazin job!:steamhappy:
NuevTurn 12 Mar, 2021 @ 5:56am 
Very good, man! I really liked this thing! :steamthumbsup:
Actual_Artifacts 5 Mar, 2021 @ 3:29am 
@Matt I look forward to part 2!
Matt  [author] 4 Mar, 2021 @ 9:57pm 
@Leojrenrek Thanks for the feedback! I have to agree with your criticism regarding the final arena, the hit box of the statue appears to be a little rough and was definitely not intended for peaking behind. I also agree with the shortcomings in aesthetic you mentioned, some things do feel a little out of place.

Part 2, which is currently in develop, will aim to refine some of the things you mentioned, particularly the abundance of steep ramps.

Anyways, cheers!
Actual_Artifacts 4 Mar, 2021 @ 5:14pm 
I really enjoyed this map. It was well polished, and had a classic HL2 vibe. This felt like a beta valve level. Aesthetically, I really hated the massive quantity of steep ramps throughout the map. I also wasn't sure why there was an angel statue in the pit of some industrial area. Aside from being aesthetically out of place, the angel statue has weird boundaries around it, so even though I had a clear line of sight to my enemies, the invisible statue boundaries prevented me from be able to get a hit in...not good for a combat arena.
GreyGazelle 17 Feb, 2021 @ 10:05pm 
It was really fun but I kept on running out of pistol ammo but had a crap ton of SMG ammo
collindrennen 10 Jan, 2021 @ 5:40am 
An enjoyable level. The intentional 'doubling back' to previous locations throughout the level effectively maximized the use of available real estate. By the time I finished the game, I felt I had gone every inch of the game (not really, but kind of). The puzzles, at times, were placed in unique areas to where I had to watch where I was going (e.g. like 'completing the circuit' while walking on overhead pipes/wiring. The enemies were decently placed, and on normal difficulty, were not hard to overcome (but did I die a couple times, yes).
About the only things I would've enjoyed more were a narrative structure to why I was going through the level, and some rationalization as to how the enemies re-spawned in rooms I had already cleared (it was by no means horrible, just the occasional 'where did they come from?").
Matt  [author] 6 Jan, 2021 @ 3:11pm 
A new update has just been released! It addresses several issues mentioned and includes a few other changes.
Matt  [author] 30 Dec, 2020 @ 12:38am 
@ViAnimations Are you referring to the elevator puzzle? If so, I did add a little audio 'ding', but I suppose it wasn't loud enough. Regardless, thanks for playing!
BranchIfNotEqual 29 Dec, 2020 @ 12:44pm 
Couldn't figure out where to go after the exit door with the "closed today" sign. Some ambient noise and letting the player know what they're supposed to be doing wouldn't hurt.
zenergy 25 Dec, 2020 @ 5:38pm 
A fun, cool-looking map with good firefights. Look forward to part 2
Crabs Johnson 23 Dec, 2020 @ 3:57pm 
Great map, very interesting level design, can't wait for part 2
groggo 23 Dec, 2020 @ 5:30am 
this was really cool, I very thoroughly enjoyed it. I really liked the creative use of backtracking. Awesome job with this, looking forward to part 2 :)
PrivateHorseLegs 22 Dec, 2020 @ 4:46pm 
@KryPixeL: Try to recompile the skybox map to see if that fixes the problem. I've learned that you need to do so every time you make changes to it.
Matt  [author] 22 Dec, 2020 @ 4:33pm 
What a strange glitch, I'll have to see what could have caused it.

Thanks again @EpicBobman878!
PrivateHorseLegs 22 Dec, 2020 @ 9:05am 
@KryPixeL: Oh, and thanks for playing my maps by the way!
PrivateHorseLegs 22 Dec, 2020 @ 7:58am 
@KryPixeL: When I played this map yesterday, the citadel looked completely "bright white." Also, I didn't see the Vault as well.
Matt  [author] 22 Dec, 2020 @ 1:41am 
Thanks for the play @EpicBobman878. I really like your maps so hearing this from you means a lot! As you can tell, yeah I went a bit to far with the pipe tile meshes at time, and I'd have to agree with you on the lack of a definitive theme.

However, what's this about a completely white citadel? As far as I'm concerned there should only be a few buildings and the vault.

Regardless, thanks for the feedback ;)
PrivateHorseLegs 22 Dec, 2020 @ 12:24am 
Quite an interesting map you got there! It's got some decent level design here and there and the difficulty is on point. My main criticism for this map is that I felt this map needs to have a proper theme to it. That way it can tell me what place it is supposed to be (e.g. a construction site). Another point is the weird skybox, where the citadel appears completely white. Also, this map contains way too many pipes.

Putting that aside, you did a great job nailing down the atmosphere. I love the gimmicks that you put into the scripted sequences and it makes the map feel more alive. More importantly, performance in this map runs quite well, unlike the many maps I have played in this workshop so far. Overall, this was a cool map and I'm surprised that this is one of the few "corridor-interior" maps that managed to nail down the points I mentioned above. Excellent map that you've made and I'm looking forward to Part 2!
Matt  [author] 21 Dec, 2020 @ 6:44pm 
tysm guys, glad you liked it
doodle 21 Dec, 2020 @ 3:00pm 
Sweet map! I had a lot of fun with it. Well done on the level design I quite enjoyed exploring your map. Lots of fighting in this one and it keeps you on your toes which I love! Just the right amount of difficulty too as it felt challenging but rewarding. Good job!
Kolkwitzia 21 Dec, 2020 @ 2:53pm 
really good!
johnhill 21 Dec, 2020 @ 9:33am 
Very nicely done, I enjoyed this a ton!
Skummeh 20 Dec, 2020 @ 7:27pm 
@KryPixel Happy to help as always. This was a supremely enjoyable experience!
Matt  [author] 20 Dec, 2020 @ 6:28pm 
@Skummeh Just watched the video, I'm really glad that you liked it! I'm currently working on fixing the suppressor that runs past as well as the lack of hinting to the toner puzzle. It's also great to see that ammo is holding up on hard difficulty! Your feedback is always fantastic, cheers.
Matt  [author] 20 Dec, 2020 @ 5:56pm 
@johnhill fixed
Skummeh 20 Dec, 2020 @ 1:58pm 
This map is so wonderfully polished, and full of so many things that I think elevate custom maps in general. Beautiful environmental aesthetics, great music, and an actual story line that develops as you play. I had 2 minor bits of criticism in the video I uploaded, but aside from that, I loved it!

https://youtu.be/eNYf-hx6g4Y
johnhill 20 Dec, 2020 @ 11:21am 
The discord invite is no longer valid. thanks
Matt  [author] 20 Dec, 2020 @ 6:09am 
done
jonoPorter 20 Dec, 2020 @ 5:41am 
Some actual screenshots of the map would be nice...