Half-Life: Alyx

Half-Life: Alyx

A Walk in the Dark
20 comentarios
GreenGrass 5 AGO a las 12:51 
loved this
(음성) 행복한 식빵 11 JUN a las 9:37 
It's nice to make the dark parts of HLA mainly, but I can see the incomplete parts well and most of all, it's ridiculous to collect 60 resins at once
The mid-to-late battle was so difficult, and why it was so difficult
There was little healing at the center of it
It was hard to win the second half of the HLA with so many grenades and an unupgraded pistol
I was so frustrated that I threw a grenade

but I think it's okay that I made this as a task because I still have a lot of time and opportunity to think about the composition and story of the game
Willhart 18 MAR a las 12:24 
Hi. I made a video for this here:

https://www.youtube.com/watch?v=HiwrLy5hrQk
hydrae3c273 18 ENE a las 12:55 
I liked it, great job. Thank you very much.
collindrennen 8 ENE a las 6:57 
- The lack of an auto-save was annoying. An easy problem to get around.

- The final battle was a nice highlight. Along with the serpentine approach of the enemy, it was fun trying to see who you could take down by shooting/throwing grenades through the shelves.
As the enemies got closer, and my health was getting lower, ratcheted up the tension in the right way.

Strange how the Zelda-type elements (exploring, puzzles) are what stay in my memory more than anything else. Thank you for the opportunity to play this.
collindrennen 8 ENE a las 6:57 
- Where this level shined (for myself) is in the exploration for ammo/resin, and the longer, drawn out puzzles. I enjoyed the multi-stage process for getting the lights back on (and at one stage, forgot about having to flip the switch), which had quite the satisfying feeling when I finally figured it out.
I was annoyed at the beginning of the level when I thought I had run out of ammo, but soon discovered how much was lying around, if I slowed down and took a look.
Sometimes I thought too much ammo was lying around, as once I got used to the idea of exploring, scarcity of ammo was never a concern (even at the final battle).
By comparison, the health was spread out nicely. At the end of the final battle, literally one more hit by an enemy would have killed me. Now there was some real tension.
collindrennen 8 ENE a las 6:57 
Played on a i9-13k, 32GB RAM, RTX4090 with a Valve Index (120Hz refresh rate). Observations are as follows:

- An 'in-the-dark' motif provides a 'what is there in the darkness?' aura, and enhances the atmosphere greatly. The only reason I did not enjoy it more is because of the amount of 'dark levels' I have played over time, and am seeking something new.
Specifically, if it were possible for the flashlight to have intermittent operation (e.g., it works for one minute, go out for 45 seconds), this would introduce a different dynamic of 'feeling your way around'/'do I recall the environment well to move around without light', and start to fear the darkness again (or where older offerings would sometimes provide sparsely placed torches).
Redronapt 31 DIC 2024 a las 16:38 
loved the map and the environment you had built
Glockstr 5 DIC 2024 a las 11:50 
Great job, I really enjoyed everything about the mod... hope you continue to create these creative and enjoyable mods... Do you have any more???
Jeralikin 3 DIC 2024 a las 14:31 
I really enjoyed the environments and lighting in this map. However, I felt that the last combat encounter in the warehouse was far more difficult than the rest of the combat encounters in the level. I would've preferred if the entire map was equally as difficult as the fight in the warehouse which was incredibly well designed.
ImperialR3D  [autor] 3 DIC 2024 a las 12:28 
I had to record a playthrough and write a detailed account of the process lol. The professor doesn't have the game himself and wouldn't have the time to analyze everyone's editor files even if he did. Documenting your thought process and proving you implemented the principals you learned in class is more important than the design of the level itself.
Hypernukeleosis 3 DIC 2024 a las 8:01 
I'm always amazed when people build a level in HLA for a game development degree. Did you have to record the level and go through it yourself, or does your professor just look at the level design source in the editor and such?
TeamSpen210 2 DIC 2024 a las 15:12 
Really excellent map, lots of nice resin hiding places and good combat. Only one thing that detracted was that just past the front entrance to the warehouse, there's a red tarp which is opaque, but nonsolid. So I naturally tried taking cover, but was promptly shot by enemies I can't see. Would be good to add a clip there.
Skummeh 2 DIC 2024 a las 14:00 
Really impressed with the combat on this map with the aggressive Combine, and the challenging warehouse setting. One thing I didn't mention in my video review was the lack of sound design elements, but at the same time it didn't bother me so much in this case; more game and less cinematic. Really liked it and replayed the finale in multiple ways. My playthru here: https://youtu.be/-9hjeKjKjGM
samsonsin 2 DIC 2024 a las 8:59 
Well done!! 5/5, need more!
λrokh 1 DIC 2024 a las 7:10 
Well done with the re-upload, great looking map and fun to play.
Seems that the map I played before was in an early development state.
A lot of improvements in this version.
Gave some more feedback here : https://youtu.be/Nv9_MyguVHg
Schranzi 30 NOV 2024 a las 13:16 
the mod is quite good and I would roughly share my opinion with that of λrokh. However, I would still do a few things to improve the visual aspect to get more atmosphere into the mod. Flashlight is good, but if everything is very dark, the atmosphere suffers. But I don't think you're finished with the mod yet and I'm sure one or two things will change.
Germs 30 NOV 2024 a las 12:24 
Yes! I can play it now!
ImperialR3D  [autor] 30 NOV 2024 a las 10:28 
The map has been re-uploaded and now works. I originally forgot to add it to the project's "playable maps" field. I also removed all the extra maps that were there from when I was developing it.
λrokh 30 NOV 2024 a las 5:56 
Hi, there is no addoninfo.txt file in the vpk thus the map does not appear in the map list.
I added one in my local copy of your addon to play it, but the map "a_walk_in_the_dark" was in a blockout state with dev-textures. Also you packed the a3 lobby map in there as well.
Here's an unlisted feedback video: https://youtu.be/N5i8QTWjJ5Y