Half-Life: Alyx

Half-Life: Alyx

Compliance Unconfirmed [PART 2]
54 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
piesiu567 9 Sep, 2024 @ 2:52pm 
For those who are interested: the red card does exist and the tip off is that it is in the very well monitored room :)
Bravo 20 Jul, 2024 @ 11:24am 
the door to the red key was closed for me... a good 30 minutes wasted searching the entire map
JohnnyLee 10 Jun, 2024 @ 7:46am 
Awesome map! Very well done!
λrokh 21 May, 2024 @ 2:47am 
Fantastic map! There's clearly progress compared to part one, which is also great.
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
Matt  [author] 13 Apr, 2024 @ 5:59am 
@Game Sheriff Sorry I only just saw these comments! I appreciate people still have such kind things to say about this map years later. It was so fun to make and I learned a ton and It's pretty cool to think some people take the time to play it AND give it a review. My life is fairly busy right now but I would love to map again sooner than later. Thanks again!
Game Sheriff 24 Mar, 2024 @ 4:20am 
Because merciless messes with the ammo balancing, I changed the pistol clip size to 6, and smg to 12. (vr_energygun_ammo_per_clip 6 & vr_rapidfire_ammo_per_capsule 12) And although I never ran out of everything, I was constantly running dry of each individual weapons ammo. I specifically remember finishing a fight in part one with just 2 shells left. Great balancing on your part, I could imagine being punished if you're not on top of scavenging, and not using your ammo wisely.

I know this came out 3 years ago, but I hope you eventually make more! Great work. :)
Game Sheriff 24 Mar, 2024 @ 4:20am 
Just replayed parts 1 and 2, easily some of the best combat maps on the workshop. Unique layouts with a lot of verticality, runs well, the multiple endings are cool, lighting is slick, ammo is balanced great. You do a lot with a little to make areas look polished, some people might throw an unreasonable amount of props and clutter everywhere to add detail, but everything was placed with a lot of thought. Shotgun shells in pans, a pot full of rations, crates behind vents, things stacked inside of boxes certain ways that make scavenging more involved, it all helped keep me engaged.
hotmajl7 24 Sep, 2023 @ 4:38am 
:steamthumbsup:this is super
VapeInVR 25 May, 2023 @ 10:58pm 
Loved the surreal part near the end, and loved the dual ending.. enjoyed this one much thank you ;)
JeppSeven 10 Dec, 2022 @ 6:18am 
Had a lot of fun with parts 1 & 2, thanks very much!
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.
Mostly Luck 5 Nov, 2022 @ 3:22pm 
It needs more ammo; and it's a shame really, because the map is fun.

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.
Matt  [author] 4 Nov, 2022 @ 11:07pm 
Was there any particular part where you thought the map could use more ammo @VeRsiTiLitY ?
Mostly Luck 4 Nov, 2022 @ 10:56pm 
:steamthumbsdown: Needs more ammo.
Echo Demon 4 Aug, 2022 @ 6:19am 
Hooray! :)
Matt  [author] 3 Aug, 2022 @ 2:07am 
Sorry about that Exo, I'll change the description.
Echo Demon 2 Aug, 2022 @ 10:29am 
If you haven't played Part 1 then the description above is a bit of a reveal. I'm not offended or outraged or any of those annoying things, but the description on this Part 2 might/could read "after the events of Part 1" or some other standard episodic boilerplate.

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
e.northman 1 Aug, 2022 @ 10:42am 
Had a lot of fun with it - a BIG thank you!
vincent_g 23 Jun, 2022 @ 1:32pm 
My playthrough for both Part one and two - https://youtu.be/PGygaBsSqXU
PCNUKEM 26 May, 2022 @ 10:59am 
Finished playing both parts very enjoyable, thank you.
PCNUKEM 24 Mar, 2022 @ 7:29am 
Thanks for your reply I followed some of the Eagle One development when I started and found it really helpful. the other link you sent me I have already downloaded them files and found them really useful too.
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.
Matt  [author] 23 Mar, 2022 @ 6:52am 
Good luck! @PCNUKEM
Matt  [author] 23 Mar, 2022 @ 6:52am 
The HL Alyx content folders contain maps created by Valve to showcase certain features. They're often overlooked and you can learn a lot from them.

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.
Matt  [author] 23 Mar, 2022 @ 6:52am 
When you upload an addon to the workshop, it uploads a complied version of your assets. So you can't unfortunately open a map you downloaded from the workshop. If you're looking to see how everything is done, I've provided a few resources:

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
PCNUKEM 23 Mar, 2022 @ 6:04am 
Hi
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.
PCNUKEM 14 Mar, 2022 @ 10:46am 
Thank you for your reply. I am very new to this and after playing Half Life Alyx I had to try and make one myself and really enjoying building them, its just down to time. I hope to publish my first effort at the weekend.
Matt  [author] 13 Mar, 2022 @ 10:35pm 
@PCNUKEM The material for the vent is "materials/models/industrial/industrial_walkway_plate001.vmat". As for the prefabs, they can be accessed in the Prefabs channel on the Source 2 Modding Hub. Some of them are part of mega.nz link which Steam blocks, but just enter the channel, press Ctrl+F and search "alyxmods".

Thanks for playing and good luck with whatever you're working on!
PCNUKEM 13 Mar, 2022 @ 11:52am 
Hi loving this game Could you tell me where on Discord I can find your prefabs and the Checker plate material you used in your vent. thank you. Paull
Bad RS 6 Jan, 2022 @ 10:46pm 
Both this and Chapter 1 were really fun maps. The design/architecture is full of detail, and combat not unfair. Overall a very well produced pair of maps with decent play-length. Great work and thank you very much!
FPS Daisuki 5 Oct, 2021 @ 3:35pm 
This mod is great. The combat with the Combine is intense, difficult, challenging, and fun.
I have to find the red key card on my second play through.:lunar2019smilingpig:
netsrak 3 Oct, 2021 @ 10:12am 
Wow, really cool map, great design + details and gameplay. Normally I don't like it if there's ammo shortage, had to go back and look for any ammo I overlooked, was just enough to keep me going!
Skummeh 24 Sep, 2021 @ 4:07pm 
Both Parts 1 and 2 work fantastically with Merciless Mod. My playthru here: https://youtu.be/B060ikPbUsg
SavageJoe 13 Sep, 2021 @ 7:57am 
Thanks for making this! I thought the first episode was a fun little combat experience, but you really went all out with episode 2 - not only is the combat improved, but the atmosphere and story have made great strides as well.

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 :)
ahv 28 Aug, 2021 @ 7:00pm 
This is great. Those two short vents though, with both ends going into the same corridor - that's a bit too nonsensical, that's 90's level design, ha-ha. Also music is gone if you load during a combat sequence.
6.2L HEMI 19 Aug, 2021 @ 4:59am 
Thank you so much of making this mod. This was a blast to play. Really amazing to play through and a very cool ending! The balance of ammo and enemies is also amazing, you really have to make your shots count! Again, this was amazing, thank you.
You're my friend. 27 Jul, 2021 @ 6:58am 
Help!
Actual_Artifacts 24 Jul, 2021 @ 2:02pm 
@KryPixeL Fantastic, I look forward to any updates, or what you make next!
Matt  [author] 24 Jul, 2021 @ 2:02am 
@Leojrenek This is some really amazing feedback, so thank you so much! Your spot on about the environments, and your suggestions are only more meaningful considering your an architect.

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!
Actual_Artifacts 23 Jul, 2021 @ 10:47am 
The HL series has always done a fantastic job with environmental art direction, using props and details to clearly communicate to the player that they are passing through an apartment, or hospital, or prison, or brewery, or church, or zoo, or construction site, or whatever. In this map, however, everything was very environmentally generic, and I got no sense of what it was supposed to be. Where am I? Every space had the same bags of concrete, pallettes of CMU, stacks of tires, crates, etc. Nothing really looked "half-built," so I wasn't really sure why there were construction materials just laying around. I would thoroughly suggest you take an art-pass and decide to give a "theme" to each of the spaces and curate your props selection to communicate that theme. Otherwise, you are just making a gameplay container, rather than a plausibly real C17 environment. Again, great work and thanks for making!
Actual_Artifacts 23 Jul, 2021 @ 10:45am 
I really enjoyed part 2 - nice story and gameplay! As an architect, I will offer some visual feedback. There was a lot of rubble in most of the rooms, yet no source of the rubble. The effect looks like someone purposefully decided to go put rubble in the rooms. Perhaps consider making some demolished walls and caved-in ceilings to justify the rubble. Adding some plants growing around those zones would give it a nice look (kind of like portal 2 or some of the QZ maps). Some more windows, skylights, or ventilation ducts would go a long way toward giving spatial character and plausibility to the spaces.
VicRockit 13 Jul, 2021 @ 7:24pm 
Wow, Nice Map! Lots of variety in scenes and lots of fun. I really enjoyed looking out at scenes from above and below early in the maps and then later on and looking back at where I was from different perspectives. The only flaw I can think of was my ability to trigger a fight, and then dart back outside of where the spawned combine could go without them being able to follow me. Other than that I was always tight on ammo and thoroughly entertained - including the hilarious ending. This is one of best workshop maps I have played, and I've played a lot of them. If you haven't downloaded and played this map - I recommend it highly. Looking forward to whatever KryPixel comes up with next!
Matt  [author] 28 Jun, 2021 @ 12:18am 
thank you all for the kind words!. im so glad you all liked it!
doodle 23 Jun, 2021 @ 11:36am 
Wow! Fantastic map with exceptional pacing. Never a dull moment in this one, and I love that the map felt varied while staying consistent. Ambient noise is immersive throughout- as is the map as a whole because of your attention to detail. Like seriously, the whole map is rich and vibrant with details and props. The voice acting is some of the best I've seen in a custom map as well. You really built off the first well and made improvements! I loved the layout of the map- it reminded me a bit of mirrors edge, fighting through construction sites is just fun! Great job :D
laphonso 20 Jun, 2021 @ 1:27am 
if you looked for a link for part 1 here it is :) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2327535168
Quest787 12 Jun, 2021 @ 3:52am 
The backtracking is intuitive and fun. As is the combat. Top tier stuff. Much appreciated.
MrPlayfulShade.TTV 7 Jun, 2021 @ 6:51pm 
Where's the red card?! ahhhhh
collindrennen 7 Jun, 2021 @ 12:28am 
- Enemy tactics were unusually effective (for myself), as they seemed to take decent advantage of their surroundings for cover, and did not just stand out there in the open (that was my job!). I don't think they were any tougher, but used effectively to enhance their deadliness.
- 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!
collindrennen 7 Jun, 2021 @ 12:28am 
- Not being able to mod the weapons was a great touch; made me 'go back to the basics'.
- 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.
collindrennen 7 Jun, 2021 @ 12:27am 
I definitely had some slight mental fatigue after playing this level, because the tension was constant throughout, and the tension was not based on just throwing enemies at you, but placing enemies in such a way that they steadily whittled down my health as I progressed throughout the level, as well as surprising me with where thy were placed.
- 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.
collindrennen 7 Jun, 2021 @ 12:27am 
Played on an i7-8700, 16GB RAM, GTX 1070Ti with a Valve Index (90 Hz refresh rate with motion smoothing). Observations are as follows:
- 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.