Half-Life: Alyx

Half-Life: Alyx

Final Frontier
CementStairs  [developer] 12 Dec, 2021 @ 1:48pm
Feedback
Post your general feedback, bugs you find, things you think could be improved upon here
Last edited by CementStairs; 12 Dec, 2021 @ 1:48pm
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Showing 1-6 of 6 comments
SavageJoe 14 Dec, 2021 @ 3:19am 
Hey! Here’s some random thoughts, I hope this doesn’t feel too picky because I really did like this mod:

1. It was hard to tell when an enemy fighter was on my tail. After a couple deaths I figured that if I was taking damage and out of range of the towers, then it must be an enemy fighter, and start swerving around/playing with my speed to try and get them in my sights. This worked, but it felt more like I was taking advantage of the game logic instead of a natural mechanic. I feel like some type of warning system might have helped, maybe something like:
a. A radar (probably unreasonable :P)
b. A warning light/text/sound that turns on when an a fighter is in close proximity
c. Rearview cameras

2. Using the levers for weapons could be difficult to manage. A lever for speed was definitely the right choice, because it gives the ability to choose a range of speeds (half power, quarter power, ect.). With these weapons though, it’s either on or off, and sometimes I’d get in situations where my weapons weren’t charged when I needed them because I failed to bring the lever completely back. I think using a button for weapons would solve this and make the ship feel more “ergonomic” - as pressing a button is a shorter range of motion.

3. The sound effect for the cannon weapon seemed a little too loud.

4. It was hard to tell when my laser weapon was making contact, maybe a sound or particle effect would help?
CementStairs  [developer] 17 Dec, 2021 @ 6:23am 
@SavageJoe Thank you for the feedback. Your suggestions have been implemented into the map.
CementStairs  [developer] 17 Dec, 2021 @ 6:25am 
I'd like to hear your current feedback on the performance, from anyone that is. What are your current experiences with it?
SavageJoe 23 Dec, 2021 @ 5:07pm 
thank you! The beam's funner now, and I liked the use of the manhack sound as a warning for fighters. The shorter levers were a big help for me too
SavageJoe 23 Dec, 2021 @ 5:12pm 
The fps was about the same as in the last version for me.

FpsVr said me GPU usage was at about 50%, and my CPU 20%. Do you think something weird might be going on with my pc?
Last edited by SavageJoe; 23 Dec, 2021 @ 5:13pm
CementStairs  [developer] 23 Dec, 2021 @ 10:41pm 
Originally posted by SavageJoe:
The fps was about the same as in the last version for me.

FpsVr said me GPU usage was at about 50%, and my CPU 20%. Do you think something weird might be going on with my pc?

No, It's definitely the map. From what I've seen it really seems to help that the map gets reloaded by either dying/loading the map directly after you've already started the main part(you can essentially do "addon_play ship_2", load the main map and then write "addon_play ship_2" again).

It seems to be related to some sort of caching function of the game, better predicting what's being spawned or something, but I'm really not sure. Either way the FPS should still be good enough if you don't reload.
Last edited by CementStairs; 23 Dec, 2021 @ 10:41pm
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