Half-Life: Alyx

Half-Life: Alyx

The Nest
22 Comments
Cuser  [author] 5 May, 2024 @ 12:50pm 
Thanks!
sxeraserhead 5 May, 2024 @ 12:31pm 
Underappreciated mini-campaign IMO
MrRalphMan 16 Nov, 2022 @ 10:57am 
Hey, another fan here. Really enojyed this map and phew the battles were intense.

If you want a laugh you can find my play through below:
https://youtu.be/NTrdy69-dHU
captfrank2001 14 Nov, 2022 @ 6:08pm 
Difficult but fun.
vincent_g 9 Nov, 2022 @ 4:32am 
my gameplay -----> https://youtu.be/BuWZaeFeOLU
Cuser  [author] 8 Nov, 2022 @ 1:25am 
Thank you very much! I am glad you liked it.
Mostly Luck 8 Nov, 2022 @ 12:20am 
:steamthumbsup: :steamthumbsup:

Never before given, double-thumbs up!!

This mod is excellent in all the right ways.

Story, guns & ammo, new ideas and items, ending. All of it!!
Cuser  [author] 26 Sep, 2021 @ 1:31pm 
Thanks klunky. You can find the card inside the laboratory if you decide to play it again
evely_one 26 Sep, 2021 @ 1:06pm 
Interesting map, I loved the train mechanic. I didn't end up finishing it, I was exhausted by the end and I couldn't find the key card. https://www.youtube.com/watch?v=zsmY4NSRqMA
Cuser  [author] 17 Jun, 2021 @ 12:37am 
🤣🤣you shouldn't worry about that. In our next map you will play as Alyx fighting against combines. We simply think antlions were maybe a little wasted on the campaign and wanted to face more than 3 of them at the same time.
About the text, it wasn't there at first, but I have seen some gameplay where people got really stuck, so I thought it was better to add some hints.
By the way, have someone here played the gothic saga? I remember when on gothic 1 they told you: exit the camp, go to the hill to the right and look for this little object we need, and you actually had to look for it, because that game didn't have a minimap with a gps pointing to the mission objective, and the object itself didn't have a big exclamation mark on top of it. I really enjoyed that saga.
Thanks for the comment!
doodle 16 Jun, 2021 @ 8:51pm 
Oh I also was not a big fan of the floating text, it also hurt immersion a bit, but I assume you put it in for players that got stuck which I understand.
doodle 16 Jun, 2021 @ 8:50pm 
Nice! The ending explosion as well as the scripted events throughout were a treat; They were super fun and sometimes even a bit scary :D The fights were intense for sure and thoroughly enjoyable. The added sounds for immersion, especially the ones my character said, were fantastic. My only small issue was I got used to teleporting through the cave parts since they would be long hallways essentially and I think that took away some of the immersion for me. I enjoyed the added bombs though, it's a sweet custom addition to the game. Overall a great map! P.S. should we be worried about your guys infatuation for antlions?! lol!
Skummeh 14 Jun, 2021 @ 11:23am 
Some more nice changes, especially with the sound design. Updated feedback here: https://youtu.be/D1b3Azq5I4E
Willhart 11 Jun, 2021 @ 7:42am 
Hi.
I made a video for this here:

https://www.youtube.com/watch?v=gQpZxtLarHY
Skummeh 6 Jun, 2021 @ 3:42pm 
Great work with the changes and overall tone of the map. Some feedback and my playthru here: https://youtu.be/i1-q67ecUNM
Cuser  [author] 5 Jun, 2021 @ 7:33am 
I don't like the resin system on the campaign, so when it is necesary to use it, I usually put it together or I make the player start with it.

I am glad you liked the dead combines, it took me some time to put them on the right positions!

The antlions can not impale you yet but if you haven't, try playing the map with my addon merciless antlions, it makes antlions more aggressive.
Cuser  [author] 5 Jun, 2021 @ 7:32am 
Thanks for the feedback!!

The bug were the train moves and you don't happens at random, I still have to discover why, but you absolutelly can move around on the train. I will try to release a fix tomorrow. What it works for me is teleporting again somewhere on the train.

What you feel is not reprojection, it is the train turning, it seems the train can not turn smoother than that. The other option was to make the tunnel an straight line, but I think the feeling is not that bad, so I made it curved. (In fact, Xuoth made the tunnel. If something looks good, Xuoth did it. I am better at making fights and scripted_sequences and such.)

Actually the ammo is unlimited, the ammo you found is for atrezzo purpouses.

I wanted the final battle to be a wave shooter, just like some short of antlion arena 3.

About teleporting on the final battle...well, it is something you can do by default on the campaign, but it really feels like cheating, I agree on that.
collindrennen 5 Jun, 2021 @ 6:42am 
Side notes: (!) Having the Resin in one place made it feel like you got a special bonus for getting this far. There's nothing wrong in spreading out the Resin, but it was a nice change of pace to see it all in one big bin. (2) Seeing bugs dead while they were impaling their victims was creepy, but effective touch, in highlighting their deadliness. Almost made me wish I could've gotten impaled by them in VR, just to see how it would look....almost.
collindrennen 5 Jun, 2021 @ 4:50am 
What made the fun elusive was the smooth locomotion speed versus teleport. When trying to place the bomb on the pillar, the smooth locomotion speed felt slow in getting to it, and I wound up doing a combo of locomotion and teleport. For myself, teleport in the cave felt like a cheat (it gave a speed that smooth locomotion could not match).
Instead of the bugs respawning, something along the lines of the bugs trying to break through a barrier to get into the cave while you are trying to plant the bombs; if you can't plant the bombs fast enough, or re-enforce the door (?), then you get pounced upon by the bugs.

Overall the level felt like one part of a bigger level. Thanks for the opportunity to play. I had a good time.
collindrennen 5 Jun, 2021 @ 4:50am 
- You gave out copious amount of ammo; more than enough to get the job done (especially the laser gun (?)). While that maintained a fun, arcade feel to it, it also decreased the tension of the battle.
- The cave with the three pillars was a mixed bag for myself, and it mostly involved the continuous re-spawning of the bugs. This turned the level into a wave-shooter at this point (not a bad thing, just not my preference for the most part). Once I finally discovered it was best to take down the pillars with the bugs around you, it got to be a bit more fun.
collindrennen 5 Jun, 2021 @ 4:50am 
- Fighting those two-legged beasties in a dark cave tunnel was pretty fun. The scariest times were when I had backed up against a turn in the cave, and got 'stuck' in place (I really wasn't, though). However, it did make me think what if the tunnel had doors rigged that closed behind in the tunnel, so that you could only back up so far; that could add some extra suspence (although figuring out a storyline that supports the closing doors (since all the Combine Soldiers are dead) is more difficult).
- Traveling on the trolley was not an issue for myself, motion sickness-wise. Guess I got those 'VR legs'. Now if you would've had something else moving in an opposite direction from myself, then there might have been an issue. As is, I think the trolley moves slow enough to not cause a worry.
I thought it was funny how when being on the trolley, the trolley ran everything over from me; never had to fire a shot.
collindrennen 5 Jun, 2021 @ 4:49am 
Played on a i7-8700, 16GB RAM, GTX 1070Ti with a Valve Index (90 Hz refresh rate). Observations are as follows:
- Frame rate was smooth throughout except when riding the trolley (it is train-based, though). When riding the trolley, there seemed to be very slight jitter/reprojection; it was only noticeable because most of the trolley ride was just watching the scenery.
- Smooth locomotion and smooth turning worked just fine.
- For the trolley, the 1st two times I got on it to ride, I seemed to stay in place while the trolley/train moved forward, and I essentially got pushed of it. The 3rd time I stayed on though, although I am not sure why; perhaps the 1st two times I tried moving around on the trolley, whereas the 3dr time I recall staying up front and staying still.