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CU1: https://github.com/probablyok/compliance-unconfirmed
CU2: https://github.com/probablyok/compliance-unconfirmed2
Thank you all for playing <3
Well done with the backtracking and the fights, it felt like you let me explore (get used to) an area that is later populated with enemies.
Love the voice acting with the combine that guarded the gate.
Always felt the need to scavenge to get enough ammo but there were always options, like yoinking grenades and ammo clips from combine. Hope you'll make more.
Made a playthrough: https://youtu.be/H6rpRBwx8gU
I know this came out 3 years ago, but I hope you eventually make more! Great work. :)
I like the fact you need to be a little smart with your ammo management / weapon rotation, rather than finishing a map with dozens of rounds remaining for each weapon.
While I'm against ridiculous amounts of ammo that reduce the challenge too much, this map needed some more ammo earlier in the map.
There have been some good ones where the map begins with the gun in a reasonable spot, like a nightstand or a safe. As a gun owner, those places would be well stocked. So unless the story is that the player finds a gun for some strange reason, then they already owned it; and if they already owned it, then they have more than just a couple clips.
The other thing I enjoy is finding ammo along the way, but not standing on its end on a shelf like a beacon of light, waiting for you to pick it up. It's always much more fun when the clip is in the garbage can or hidden behind some things on a shelf, or just on the floor.
Ammo isn't easy to get right. Hopefully, an extra quad-clip or two in the beginning isn't too much to ask.
Lots of us might be downloading both of these together now since they are near the top of the addon pile (gratz!) I haven't played Part 1, but I'm excited to see what the hell happens since it carries the classic creepy-mystery hook in its description.
Also excited about the backtracking and the interesting "keycard effect" - I'm always planning on needing everything in sight, makes for a fun obsession-with-misc-assets experience. I'm the toss along multiple blades in Ravenholm kind of person (painted white for fast spotting). And in my first Alyx experience, I think my record was 4 grenades tagging along, like a travelling circus
I would just love to see yours as I find the game so fascinating.
If you ever want to share them with me I would be very grateful.
Some creators actually do provide source files for their addons as seperate downloads. Sibbo is a creator that comes to mind, and is responsible for the excellent Resistance Revenge series. On the workshop page for part 2, there is a link where you can download source files.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2642638605
Source 2 mapping is in a really weird state given how new it is. Certain features of the Alyx branch appear to not be fully ready yet, and the wiki isn't exactly complete yet. A lot of it's just trial and error.
This is hands down the best hammer tutorial series, I'd strongly suggest watching this first since it teaches you some really good practices when sculpting meshes and whatnot.
https://www.youtube.com/playlist?list=PLHSLq5FjjRw0mC-roui0E04GOl9Dnf-Yd
I completed part 1 and loving part 2. Its great the way you have made it so when you go back into places you've been there is now enemy in there. Is there any way I can view your maps to see how everything is done as I'm just starting.
Thanks
Paul.
Thanks for playing and good luck with whatever you're working on!
I have to find the red key card on my second play through.
It's hard for me to put my finger on, but this map has a unique way of being calming and eerie at the same time. It was like there was something just outside of my awareness going on, almost supernatural - and this definitely paid off with the reveal at the end!
I only unlocked the blue ending, but I'll definitely be coming back to this at some point for the red once. I really had a fun time with this one :)
I was definitely going for some sort of construction look, and whilst I used the right props to accompany it (cement bags, planks, crates, etc) the actual construction and half-built element just wasn't there.
Before I continue with my next project, I'm going to spend sometime making more intricate environments (as you mentioned, ventilation, windows, and such go a long way) with specific 'themes' seen in the base game.
Thanks!
- The ending of the level was effective in making me doubt what I thought I was playing: (i) don't choose the red card, but there is no red card I could find (did I miss it?), yet there was the blue card; Go Matrix!), (ii) the repeating hallway that went all Inception on myself, and the 'it was all a simulation' (Total Recall).
Two big thumbs up, and Steam Points are coming your way!
- My compliments to the music, which set a somber, slightly dreamlike tone in the more quiet moments, but still had the necessary 'punch' in the action sequences. What was provided was wonderful.
- Like Part 1, Part 2 excelled in level design that took you through every room, and even put you in a room, where not 20 minutes previously, enemies were shooting at you; an immersive manner to see a room from both the friend and foe perspective. The way new pathways/rooms would open were constantly engaging, and made me take nothing for granted.
- The atmosphere portrayed in the level was depressing (in a good way), often dank, slight claustrophobic at times, and reality-doubting (the text/voice narrator making you doubt what you think you are playing). If the level were darker, I think it could have been downright scary.
- For a good while, health restoration was at a premium. More than a few times I had to get into the John Wick frame of mind because my health was low enough that precision shooting was becoming a requirement. Completing this level was a joyous accomplishment within itself, to the point that I wasn't even annoyed at how sparse the health was at times.
- Ammo was sparse throughout the level. What made it worse, that for how I played the level, I often had only shotgun ammo left, which stinks for distance encounters. This made me try to move from cover-to-cover, to close the gap between myself and the enemy, fighting for every foot I gained.
- Performance was solid throughout, no noticeable jitter or reprojection at any point in the level.
- Smooth locomotion and smooth turning was just that....smooth.
- An absolutely spectacular level! Among the best of what I would consider a true 'cat-n-mouse' level with a twist of Twilight Zone/Matrix. A kind of sequential level branching was taking place for myself, to where a previously closed path becomes open, usually following an action by the player. This kept me on my toes for nearly the entire level, checking for enemies around every corner, and even areas above/below that were once previously clear, now had a strong enemy presence.