Half-Life: Alyx

Half-Life: Alyx

Industrial Discharge
43 Comments
NOT A DOG 9 Jan @ 12:07pm 
It was dark at some places... It was not a plesant suprise to find toxic headcrabs in dark coners..
But regardless, one of the finest map on the workshop!!!
Amazing work!
Thumbs up and favorited!:steamthumbsup::alyx:
captfrank2001 15 Nov, 2022 @ 3:03pm 
It was OK. But I just don't like dark maps.
vincent_g 20 Aug, 2022 @ 5:58am 
My Play-through ----> https://youtu.be/f97L-ig6yVQ
emil01.tb 10 Jun, 2022 @ 5:14am 
A little dark and less resin but it was a great map.:steamthumbsup:
deeman 11 Mar, 2022 @ 3:24am 
Great mod, but in mine, there is a location, short before the second steeringwheel for a rolling-door, where everything explodes, no matter what I do. Thats disgusting. Maybe a bug or Mr. Rice tried to make it more difficult, but thats just not working, so I have to stop. A pity
Skummeh 10 Feb, 2022 @ 6:13pm 
OK. As you know I have no clue as I've never opened Hammer. Thought it might be useful info just in case.
Rice  [author] 10 Feb, 2022 @ 4:55pm 
@Skummeh / @Drunkchey The Vulkan API is known to have issues with 3D Skyboxes, where everything will have a black and purple checkered pattern on it, there is a fix for it, and I will have to re-compile the skybox .vmap, I will work on fixing this issue but it may take a few days. Rest assured that this map did have "Load in engine" and "Build cubemaps on load" checked when compiling it
Skummeh 10 Feb, 2022 @ 3:39pm 
@Rice I believe there's an issue with how people handle cubemaps that messes it up in Vulkan. Someone posted this comment once which you might be able to make sense of:

"It messes up reflections if the mapper hasn't checked 'Load in engine' and 'Build cubemaps on load' during the compile process."
NULLRAD 10 Feb, 2022 @ 10:04am 
yeah no i fixed it. turns out the vulkan API makes the materials shit the bed.
Rice  [author] 10 Feb, 2022 @ 10:03am 
@Drunkchey Can you explain what you mean by missing textures?
NULLRAD 9 Feb, 2022 @ 2:12pm 
are there s`posed to be missing textures?
WazaMonster 29 Jan, 2022 @ 1:26am 
Really nice map mate, thanks a lot for making this, hoping to see new works from you :) :gordon:
ScreennameTaken 28 Jan, 2022 @ 2:14pm 
Really nice map. Would love to see more from the creator if they ever make more.
Kahvikone 21 Dec, 2021 @ 5:38pm 
A lot of attention was put into the environments for sure. I really hate those exploding sacks from the campaign but you put them to good use in that basement area. Also loved that health station moment.

Some areas were too dark and your flashlight tends to be off even when it would really help.
6.2L HEMI 22 Nov, 2021 @ 3:56am 
This was fantastic! Thank you!
Willhart 17 Nov, 2021 @ 5:24pm 
Hi, I made a video for this here:
https://www.youtube.com/watch?v=o2LYMmXXuKM
collindrennen 12 Nov, 2021 @ 6:05am 
- What was up with that scene where a Probe Droid was overshadowed by a giant crab? I wanted to know more of what was going on there.

An amazing level that combines action, patience, and some measure of planning into something that leaves me wanting more. Thank you for the opportunity to play it.
collindrennen 12 Nov, 2021 @ 6:05am 
- The 'methane-filled' basement with explosive barrels and those exploding pus-sacks was a stroke of brilliance. What a wonderful combination of thinking your way through, and at other times, comes to down a matter of hauling arse, while at other times, carefully dispatching of enemies without blowing yourself up. Most excellent.
- Those flying things over the bridge weren't as fun, but was pretty darn close. If only I had the presence of mind to use the explosives laying around compared to trying to pick them off one at a time. Again, for myself, a close combat scenario, with quick thinking, agile movement, and 'remember to aim, dammit!'.
- The atmosphere inside was amazing, and the folks from Resident Evil should be calling you up. The use of darkness was effective in establishing mood, drama, tension, and a need to wear Adult Diapers.
collindrennen 12 Nov, 2021 @ 6:04am 
Overall, I hated this level in the most loving way possible. A level that kept me assessing my situational awareness, to think before moving, or sometimes to keep moving in order to be alive for thinking later on. A level that rewarded careful assessment and methodical movement, interspersed with pockets of "Don't Think!! ACT!!!" Other workshop entries have tried what you have done, but as of right now, this is my 007 (no one does it better). Observations are as follows:
- Had one area where a ceiling creature seemed to pull an explosive barrel through some wooden planks. I say 'seemed' because I'm not sure I shot at the barrel, but it blew up and killed all 4 on the ceiling. This is one of those cases where something happened, and I'm not sure what I did to make it happen.
collindrennen 12 Nov, 2021 @ 6:03am 
- The first Combine Soldier with the torn out eye socket was a great visual, and had me very interested in learning how/why that happened to him.
- The attack from the 4 enemies at the health station was most excellent. Here I am, in a cramped, dark area, with enemies coming on almost all sides with limited mobility.....and I was loving it! If these weren't zombies (but Soldiers), and I had a knife along with the gun, this could have been a Metal Gear Solid VR moment for myself.
- The enemies in the blue outfits reminded me of Leon Kennedy's outfit from the Resident Evil series.
collindrennen 12 Nov, 2021 @ 6:03am 
Played on a i7-8700, 16GB RAM, GTX1070Ti with a Valve Index (90Hz, Motion Smoothing On). Observations are as follows:
-Smooth locomotion and smooth turning worked fine. Noticed only a few micro-stutters when smooth turning on occasion, but never impacted enjoyment of the game.
- No overall issues with performance. Solid framerate throughout.
- When I was outside at the very beginning of the level, the entire environment, for myself, had a 'washed-out' feel to it, like a thin layer of gauze was over my eyes, yet the interior was crisp and detailed.
- The ladder solution (to get inside) felt forced. I could see no logical reason why a pull-down ladder would be at that location, other than to go thieves an open invitation to get inside. Picking a ladder off the ground and placing it on the building would have made more sense to myself.
LovablePWNER 10 Nov, 2021 @ 2:35pm 
Very well done. Especially in the lighting!
SavageJoe 7 Nov, 2021 @ 6:08am 
This is the good stuff, the creativity and attention to detail put this on par with a Valve map IMO
Stager 6 Nov, 2021 @ 1:09pm 
Really phenomenal work, Rice - I got excited as soon as I saw you were the author.
Disguised Poison 5 Nov, 2021 @ 9:10am 
@skummeh Thank you for sharing Skummeh, I'll check'em out right away :)
Skummeh 4 Nov, 2021 @ 4:10pm 
@drpeppercan You can always watch one of the linked vids below. λrokh and I each have one linked, and Willhart usually posts as well.
Nirvana201 4 Nov, 2021 @ 3:48pm 
pretty epic mod honestly 9/10.
Disguised Poison 4 Nov, 2021 @ 3:27pm 
I am enjoying this mod. I wish I had found a walkthrough. I am stuck trying to power up the elevator. I can't think of where else to look :( A hint would be appreciated :)
Haeley 'CryoKeen' 4 Nov, 2021 @ 7:10am 
@Skummeh Thanks!
λrokh 4 Nov, 2021 @ 6:35am 
A beautiful map with a tense atmosphere.
The explosives room is great - thanks for making some parts a bit brighter there.
Runs smooth and had no bugs (had the elevator stuck in an early version but that's gone).
My playthrough https://youtu.be/khhmZm5pLLY
Skummeh 4 Nov, 2021 @ 4:12am 
@cryokeen Turn around and look up.
Haeley 'CryoKeen' 4 Nov, 2021 @ 1:24am 
Hello! Cool map so far! I cannot find the Valve Wheel Thing you need presumably to open the door near the start of the map. Could someone give me a hint/tell me where it is? The flashlight doesn't respond as well to the DarkArea/LightArea in custom maps I've noticed, so I assume it's somewhere in the dark area?
Hypernukeleosis 3 Nov, 2021 @ 3:32pm 
Excellent map, it was like a mini version of the main campaign. The level was clear on where to go and what to do and the ammo you gave was a good amount. My one criticism would be the explody room. I really liked the first half of it, running past the popping plants to make sure they don't set things off was tense, I can say I've never seen a mod tackle those two things before. Plus disarming the zombie before it made the popper explode was stressful too, however, it's after that that cause me tons of retries. Took me a long time to finally realize I have to go to the zombie first and THEN kill the poison headcrab. It seemed out of place to have a trial and error part where everything else was so clean. Plus, I have an increased movement mod and even I feel like I barely managed to get by. Besides that, super work, I bet Valve would really like this one.
bekawe2016 3 Nov, 2021 @ 12:26pm 
Well done! Congrats for the realization of your (story) idea and for the great implementation of the game. Nice details all over :)
Actual_Artifacts 3 Nov, 2021 @ 9:51am 
Incredibly well done - very polished. I thoroughly enjoyed this, especially the detail and atmosphere. There were many subtly ingenious gameplay elements that seemed fresh and frightening. The bloater basement and the manhack bridge were quite nice. I would only have 2 very minor criticisms. The vistas from the windows didn't seem as convincing as the rooms that you navigate - somehow it didn't feel like there was a true city out there, in part because the same industrial buildings seemed to be copy-pasted to fill out the space. Secondly, while I appreciate dialogue, I recognized many of the voiced moments from the main campaign, which can break immersion in a new map. This is a tough thing change without custom voice acting or splicing audio from Rhys and Ozioma's other acting performances (which would be incredible, if done). Great work!
Mettle Meek 3 Nov, 2021 @ 3:46am 
An awesome map. Valve-quality for sure.
ratcat 2 Nov, 2021 @ 11:06pm 
wont let me enable in ad-ons
Skummeh 1 Nov, 2021 @ 5:07pm 
Masterful design elements. You can see the care and effort put into every part of the map. Here is my playthru on both vanilla and Merciless: https://youtu.be/EnADAc-DB3k
NuevTurn 1 Nov, 2021 @ 1:14pm 
I thought that I could not find something to turn on the elevator. I could not resist and moved up with Dev Teleport)))
Rice  [author] 1 Nov, 2021 @ 1:06pm 
@cleoccfc There has been an update which fixes that elevator.
cleoccfc 1 Nov, 2021 @ 10:55am 
The lift won’t let you back with the wheel ? Tried 4 times
NuevTurn 31 Oct, 2021 @ 11:17pm 
I love the industrial theme. The environment is top notch. It shows that you have polished every part of the map. There were quite a few moments that tickled my nerves. And of course the fight with the manhacks was amazing. Not a big map, but a strong one.
Sibbo 31 Oct, 2021 @ 6:26pm 
It’s been so long since I even playtested this map. Finally it’s out. Congrats on the release :)