Half-Life: Alyx

Half-Life: Alyx

Resistance Revenge 3: The Finale
62 Comments
goodmojo Mar 28, 2024 @ 2:16pm 
Yeah, I'm giving up on Vulkan as I started Levitation recently and it was also affected by this and the fix was switching to DirectX as well. Weird that Valve wouldn't fix this on the workshop tools since I didn't see the same issues on the main campaign. Anyway, thanks for these maps, it was a lot of fun playing through them!
Sibbo  [author] Mar 28, 2024 @ 1:32pm 
@goodmojo Yeah Vulkan isn't supported by the workshop tools so textures that i compile will show up pink for you but the local ones from the campaign should look normal. Switching to directx will fix this for every map (and will rpobably give you better performance). I may overhaul the last puzzle so its less confusing. Thx for the feedback, mister
goodmojo Mar 27, 2024 @ 8:37pm 
Good map though the ending puzzle was confusing. Some minor technical issues including an issue I've run into in some other maps with purple textures for which I've seen people mention that it might be fixable on my end by switching to DirectX or verifying local files, or by map maker with some map compilation options.
vincent_g Mar 5, 2023 @ 5:11am 
added the third one to finish it and will delete the older play-through vids soon.
My newer playthrough ----> https://youtu.be/6TUosKA1E4U
Skummeh Dec 30, 2022 @ 6:40pm 
Get a room you guys :D

Also Happy New Year and thank you both for your amazing maps!
Sibbo  [author] Dec 30, 2022 @ 6:37pm 
@Nirvλna201 Thanks :)
Nirvana201 Dec 30, 2022 @ 8:03am 
Awesome map ;D
Sibbo  [author] Nov 20, 2022 @ 10:37pm 
@captfrank2001 Thanks, glad you liked the map :)
captfrank2001 Nov 20, 2022 @ 12:32pm 
I have probably played 40+ of these "add on" maps to the game. This was the one I had the most fun on. Great job !!!
Mostly Luck Oct 29, 2022 @ 7:48pm 
Well, running away from baddies wasn't entirely frustrating. I made some headcrabs jump at me through a doorway, walked through, and closed the door. :)

A zombie chased me, but they are slow; so that was also okay.

But then, the guy with a gun... can't really make him get out of the way or follow me somewhere.

As far as my ammo seeking skills go; I'm not the best, but I look around enough I think. It's rare that I run out of ammo, but running low is a fun kind of stress that forces you to be a better shot.

I likely won't try this one again. I look forward to your future work however. You're definitely a rising star, getting your coding feet under you.
Sibbo  [author] Oct 29, 2022 @ 5:05am 
@VeRsiTiLitY Hey, i tried to make this map as approchable as possible since i know that some people didn't like how i made my older maps. I always hid some ammo at any section of the map so i thought ammo wouldn't be a problem, maybe i will add more in an update. In that tunnel section i put a bucket full of greandes that you can use to kill the zombies and that Surpressor at the end of the tunnel so you can finish that section without a gun. I know that my maps aren't as good as some other maps on the workshop but I will try to make my maps better in the future and i hope that you might revisit this map some day :)
Mostly Luck Oct 28, 2022 @ 7:52pm 
This is better. 1 & 2 were not good for me. However, I play on hard difficulty and I was running away from creatures because there wasn't enough ammo. Then, where the flare and tunnel are at, I needed the energy blaster weapon and I just couldn't get past the machine-gunning grunt at the end of the tunnel. So, I didn't finish it. Still, it shows enough promise that I didn't down vote it.
Skummeh Sep 29, 2022 @ 9:16am 
@MrRalphMan I watched that section of the video and I've seen that issue before which is an annoying HLA bug with the revivers. It happens when there is a lot of clutter around where they can get stuck, from what I've encountered.
MrRalphMan Sep 29, 2022 @ 9:05am 
Oops, I forgot to say, I have one issue I saw. The Lightning Dog hide behind a plant and then never moved as I shot it.

Time on my Video: 00:55:18
MrRalphMan Sep 29, 2022 @ 8:03am 
@Sibbo Wow, I finally got to play this episode of your trilogy and I absolutely loved it.

You can find my play through here: https://youtu.be/_F2HvY87Kr8

I had some jitters, which I don't think was my VD, but it was minimal.
Sibbo  [author] Sep 28, 2022 @ 12:54pm 
@Morbid Yeah i feel the same when i revisit my previous maps. Thanks for the feedback, much apprechiated :)
Morbid Sep 28, 2022 @ 11:59am 
Awesome Map so far. I can clearly see the progress from your other Resistance Revenge maps.
Not that they were bad ( I realy enjoyed them) but this one looks way more polished and also the lightning is much better.
Sibbo  [author] Jul 30, 2022 @ 7:15am 
@Skummeh Thanks for the great feedback. I wrote down many things i could fix. I wrote all my thoughts in a super long comment on YouTube
Skummeh Jul 29, 2022 @ 4:52pm 
Ambitious and full of beautiful detail throughout. I do agree that some more combat would have really completed the map. I also did experience performance issues, especially in the outdoor spaces. A few other minor issues here and there, but I still really enjoyed the experience. Great work, Sibbo! https://youtu.be/bJIjK61Ejg4
Sibbo  [author] Jul 12, 2022 @ 8:59am 
@λrokh Thanks! I will fix the vis issue in the next update. I will also try to make future maps more combat heavy since i saw multiple people prefer this. I will watch your playthrough now and comment on YouTube if i have any questions. Thanks for the video :)
λrokh Jul 12, 2022 @ 7:39am 
Very well made map, feels busy and high quality - goes right into the favorites. :steamhappy:
Only thing I would wish for are more combat encounters (but that's just me).
Just found a small issue with vis (before the reviver part).
Also big thanks for making the map(s) public. :steamthumbsup:
My playthrough: https://youtu.be/HKqfYEAsnV4
Sibbo  [author] Jun 27, 2022 @ 4:27pm 
@Glockstr Thanks, from any map i made i put in the most time into this map so im glad you liked it the most :) I am already working on a new map with a friend, which will be more ambitious than this map. Im really glad you liked this small series :steamhappy:
Glockstr Jun 27, 2022 @ 3:32pm 
I played all three of the Revenge Maps and enjoyed the third one the best. Don't get me wrong, I really liked all three and had a lot of fun. You've got a lot of talent and I look forward to future works should you decide to create something new. Thanks again Sibbo!!! :steamthumbsup:
Sibbo  [author] Jun 27, 2022 @ 12:28pm 
@emil01.tb Hey! Thanks, glad you enjoyed the maps :) There is another map im working on with a friend, it will be huge and my most ambitious project yet :steammocking:
emil01.tb Jun 27, 2022 @ 10:07am 
was a very nice gameplay from your maps. Please more.:steamthumbsup:
Sibbo  [author] Jun 26, 2022 @ 1:07pm 
@TheThreeGsEverywhere Cool, im looking forward to your feedback after you play again
At0micV01d Jun 26, 2022 @ 11:47am 
cannot wait then! if anything, when i replay the map which i do to a lot of maps, if he still is able to shoot at me from below, i will just run again, no biggie.
Sibbo  [author] Jun 26, 2022 @ 11:11am 
@TheThreeGsEverywhere sounds like one of my vis box entities broke. I made sure they all worked but i think you can teleport through them without activating them, i probably made them too small. That should be an easy fix, i will look into it, good that you mentioned that. I like making such scenes like the one with the train. In the map im working on right now there will be multiple of those kind of big set pieces :)
At0micV01d Jun 26, 2022 @ 10:11am 
for some reason, one part of the area, there were combine below the map and they were able to fire through the floor. not sure if that is a glitch or things were not connected very well to where they could see me and this was before part two of the area (i think) loaded. it was before going down onto the subway train before going back up just on the other side if this makes sense. oh, dude! have fun ok? take your time as well. i am also a sucker for scenery. the large train hanging down like that and you have to use its ladder to get up onto it was great. you really do make such great scenes. it is true, you will never be able to please everyone. just do what you can. as i said, sometimes i think it is the game itself that can break maps
Sibbo  [author] Jun 26, 2022 @ 10:05am 
@collindrennen I did use cover volumes for the objects in the fights so the enemies should know how to hide behind them, i think it's just because i set some of them to push the player no matter what, so that could maybe feel weird. I might change the layout of the fights too but i will have to think about that for a bit.
Sibbo  [author] Jun 26, 2022 @ 10:02am 
@TheThreeGsEverywhere Thanks for your feedback :) I don't really know what you mean with getting shout by the ladder, but i made the train transition because i had a 3rd map planned for this witch i scrapped. I think it still works fine but i might change it. I have a lot on my list of things i need to fix, i will be in greece with my friends for 3 weeks so i might not fix these problems very quickly but i am working on it. Maybe i can still compile it before i fly but i doubt that. Im happy that people find the source files of the maps useful :)
collindrennen Jun 26, 2022 @ 4:36am 
@Sibbo I understand your rational as to why you did and what you did. Its impossible to satisfy everybody, and those new to HL:A workshop levels are likely to think they had a great time (and they would be absolutely correct).
With regards to fights, I'm hoping for enemies that either know how to use cover more effectively (like you and I might try to conserve health), or level layouts to where there are more spaces for an enemy to hide that feels like it makes sense when you get ambushed. that feeling of 'not knowing what is around the corner' is often effective for myself in ratcheting up the tension.
At0micV01d Jun 25, 2022 @ 4:43pm 
i played through all 3 of your maps and honestly, i did enjoy them! yes, each did have their issue and this one here had some bugs. i loved the beginning view the most! just the way how it looked was wonderful. i did not like getting shot at through the floor before going down the ladder and loading into the stationary subway train. it seems others have voiced their problems, so i will not repeat them. i read your reply to collindrennen, idk! i think it would have been fun to set bombs, but not sure about combine coming out so often. that could be ammo consumption there. also, i want to thank you for having your stuff up for sharing, your work can help me make my own maps. your maps are good! sometimes i think the game itself just likes to break what the authors make...
I Am Cyrus Jun 24, 2022 @ 6:48am 
Great map! I made a video about it: https://www.youtube.com/watch?v=HVi9IPh7sQE
Sibbo  [author] Jun 23, 2022 @ 11:35am 
(1/2) @collindrennen Thanks for your review, I was hoping you (and skummeh :steambored:) would give me some feedback since im working on another update right now :) Yeah the big view at the start is very demanding, I did already put a lot in the 3d skybox and worked a lot with vis boxes and cull entities for better performance but it is still a bit laggy at the start, I will do my best to optimise that further. I heard mixed things about the fights, most say they're too easy and some tell me that they were too hard. I did go kind of easy with the fights and hoped that I found a good balance but I guess I need to work on that more. I originally had more planned for the ending but it was just a concept, in that concept I had the player placing dynamite in a few combine corridors with combine soldiers coming in every minute or so.
Sibbo  [author] Jun 23, 2022 @ 11:35am 
(2/2) @collindrennen I didn't want the player to get frustrated at the end, so I scrapped it. I get what you mean with the "special sauce" thing you mentioned but I wanted to make this more streamlined since I did try some special sauce things in my previous maps like the climbing sections in Resistance Revenge 2 or the last fight of Combine Aftermath witch was a battle where I wanted the player to feel pinned down and almost dying. Some people didn't like those things so I tried to make a map that no one could have totally mixed opinions about, since it is the last one of this little "Resistance Revenge" series. I kinda feel like I didn't quite achieve that but I hope I can make it feel more fun or put more special sauce into the combat or the gameplay overall. Thanks for the feedback, for the next map im working on I will put more work into making it feel more unique! :steamhappy:
collindrennen Jun 22, 2022 @ 8:24pm 
The game overall, aside from the intro/ending 'cue cards', lacked a compelling narrative to keep my interest engaged, and soon the game became a repeating cycle of 'clear the room, and move onto the next one'.
The game was by no mean bad, but I felt it lacked a type of 'special sauce' that could've made this game greater than what was presented.
I have no idea on how to define 'special sauce', other than I felt if certain ingredients were mixed together differently, the flavor would have been increased.
- I was depressed I could not crush the Mountain Dew bottle with my hand.
- I enjoyed playing the game, and I thank you for the opportunity to have tried it out.
collindrennen Jun 22, 2022 @ 8:24pm 
- The combat for Part 1 was fairly lackluster on Normal difficulty; there were no real surprises, no battles that came close to feeling like I was in danger.
That started to change when I got in the tunnel with the flare. After that, combat got tough for me real fast.
- My favorite part of the game was the tunnel with the flare. There was only one enemy, but it was a straight path, with not much room to take cover (unless I physically crouched, which I did), and the glow from the flare added a lot of ominous atmosphere.
- The ending felt anti-climatic as it turned out being nothing more than flipping a couple of switches, and watching a small light show.
collindrennen Jun 22, 2022 @ 8:24pm 
Played on a i7-8700, 16GB RAM, GTX1070Ti with a Valve Index (90Hz, Motion Smoothing On). Observations are as follows:
- Smooth locomotion worked well throughout the game. Smooth turning had some jitter during the first few minutes of the game, but soon disappeared, never to return again, banished to the Pits of Tartarus, sent to the Clearance Bin at the Dollar Store....you get the point.
- This game largely reminded me of a 'Greatest Hits' compilation from other various workshop offerings. There were lots of familiar assets (some used in unusual ways), and the layouts of the various levels were similar to what I have seen before.
There were some rather nice 'establishing shots' that gave a solid feel of being in a large city. Very pleasing to the eye to look at, and I only wish there could have been some firefights while fighting Combine on the 4th floor of a building across the street.
Sibbo  [author] Jun 20, 2022 @ 6:05pm 
@dalon222 Ah, yeah i remember that blowing up thing. You can always see how much resin is in my map in the description so I guess it's up to you if you want to know. There isn't much in this map tho, since the fights are already fairly easy so I just wanted the player to either get the triple shot thing, and if he doesn't spend any resin he can get the grenade launcher thing for the last fight. Maybe I will add way more resin in another update, we'll see. I hope you had fun and thanks again for letting me know about some of the issues or general opinions with the resin, it really helps to tweak the map when I release an update :)
dalon222 Jun 20, 2022 @ 4:47pm 
Thanks, Sibbo, I finished RR-2 without any other issues, (I'm the guy who kept blowing up when I hit the light switch!), it was a blast!
One question about RR-3, I got to the weapon modifier with just 28 resin, did i miss some, (I pride myself on finding as many as possible in the mods!) but if you don't want to spoil, Y/N will work!
Sibbo  [author] Jun 20, 2022 @ 2:04pm 
@bekawe2016 Thanks, glad you liked the map! :)
bekawe2016 Jun 20, 2022 @ 1:58pm 
:steamthumbsup:well done map. I really enjoyed browsing the premises and pushing my way forward. Great details everywhere. Thanks for making and sharing this mod:steamhappy:
vincent_g Jun 20, 2022 @ 8:27am 
Am thinking to do it again using obs
Sibbo  [author] Jun 19, 2022 @ 7:12am 
@:) No problem, glad people find these useful :)
>w< Jun 18, 2022 @ 10:33pm 
Not really related but thanks for sharing your map source files! :)
Sibbo  [author] Jun 18, 2022 @ 3:22pm 
@vuk Glad you liked it!
vuk Jun 18, 2022 @ 2:41pm 
Very very good thank you!
Sibbo  [author] Jun 17, 2022 @ 12:53pm 
@vincent_g Hey, what an honour for this to be your first video :) Im glad you liked the approach I took with the maps design, I will maybe change the combat in a future update but it did hear from multiple people that it was weak. I will watch the full video now and I will then write any questions I have on YouTube
vincent_g Jun 17, 2022 @ 11:50am