Starting in an alley with just the gravity gun, you must use the environment to keep moving forward.
Life continues to put obstacles in your way, but with thought and perseverance they can be overcome.
Alyx and Dog await you in the Daylight.
- Title: Daylight
- File Name: hl2-ep2-sp-daylight.7z
- Size : 11.51MB
- Author: Jim Partridge AKA Aazell1
- Date Released: 17 December 2011
- Copy the daylight folder into your SourceMods folder.
- Restart or start Steam.
- Daylight should now be listed in your Library tab.
If you require more help, please visit the Technical Help page.
Click on the thumbnails below to open a 1024 pixel wide image.
WARNING: The screenshots contain spoilers.
The playthrough below is provided by Custom Gamer. See more of his playthroughs on this site: VP: Custom Gamer
Play It Later
Play It Now!
23 recommendations, average score: 4.17 (out of 5), standard deviation: 0.93 (what's that?)
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Total Time Played: 3 Hours, 43 Mins
Using Gauge: Users
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Shortest: 0 Hours, 45 Mins by geekofalltrades
Longest: 1 Hours, 5 Mins by Stef
Total Time Played: 3 Hours, 43 Mins
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THIS REVIEW CONTAINS SPOILERS
I’m emotionally bound to this release. I’ve been beta testing it for a while now and have to admit to slight disapoinment that it’s been released now. In my humble opinion it’s 95% finished. That 5 % may be the hardest part to do, but it’s still important.
That said, I do understand the frustration modders feel when they have been working on something for so long. A new year is time for a new project, as James said to me in his release email – that’s fair enough. The levels are all well constructed and that 5% is really just the smallest details.
Now, I am possibly clouding your judgement here and if you haven’t played it yet, then it’s possible you won’t notice anything wrong. If that’s the case, you are in for a treat.
This is really a great release and there are some superb sections. James clearly has talent and there is one section that is so well done.
I am so looking forward to his next creation and you will be too!
I felt involved with the surroundings and never bored. The puzzles are very well intergrated into the setting and only one area seems to feel like it’s a level in a mod, rather than something real. The area I am talking about is where the fast zombies come up from the holes and jump across to the balcony. All the ammo and health lying around make it feel too much like a DM level.
Weapon collection progression is nicely done and you get a few surprises too, which is great.
All in all this is a great mod. It looks good, plays well and has some really clever settings.
If I hadn’;t played it so many times, I might have made it a Personal Favourite.
Well done James.
I want to thank Phillip for his tireless encouragement and dogged determination to push me that little bit further. It’s true there are a few glitches here and there but I have to admit I’m quite happy with the final player experience.
I hope others like it too.
For anyone whose interested in the lessons I learned as I built this mod please do visit my blog site show in the Author info above.
Thanks Phillip once again!
I loved this mod and can’t for the life of me understand how anyone could find it difficult and/or frustrating. The solution to each puzzle is glaring obvious provided you do what you’re supposed to do in any HL games, EXPLORE before doing anything. I enjoyed the look, feel and fun of it all the way through. Well done Aazell.
This mod is good, but not great. The first half was fantastic due to the lack of weaponry and the exploratory nature of the gravity gun usage. I felt like an infiltrator with a low chance of success and that was great. The second half was much weaker due to choice of locales and poorly constructed combat (with a few exceptions). The length was pretty good (one hour for me) but the ending felt abrupt and seemed to be designed in a rush. Here are a few of my personal praises and gripes about this mod.
1: [spoiler]The scene where the strider was chasing the player was horribly done. Prior to entering the strider scene, I could look right over the cityscape and into the void, where skybox props were floating freely. FYI, mapper: there is a specific prop made for skyboxes that simulates a distant mountain. You can use that to make the skybox more impressive.[/spoiler]
2: [spoiler]The scenes where I first get the shotgun were excellently constructed. The ideal to jump across was built up in stages and it led to a thrilling “player is a real action hero” moment. The following scene where I had to fight shotgun troops was also very well done, due to the interestingly tall locale and the enemy’s usage of cover.[/spoiler]
3. [spoiler]The difficulty was all over the place for me. At first it was a bit difficult due to lack of supplies. But that was awesome…I was having a good time fighting for my life. After I started collecting weapons, the game became extremely easy due to an overabundance of supplies. The only truly difficult moment after picking up the shotgun was the battle with the hunters, followed by the Combine death squad right afterward. After coasting through the entire second half of the game, this scene was unexpectedly frustrating. Perhaps a little bit of extra light may have assuaged this feeling.[/spoiler]
4. [spoiler]I was going to give this a “Maybe” but I have to increase the score because of crossbow usage. That was a really cool place to use the crossbow. But why did the crossbow ammo crate look like an SMG ammo crate? Better to give a few breakable crates full of crossbow ammo, IMO.[/spoiler]
Overall, not a bad experience at all!!
Could use a small hint to get past the Strider!
RUN LIKE HELL!
It’s about managing your sprint power. When you’re not sprinting jump forward to cover more ground.
Save power for a sprint jump to reach the far side.
Don’t stop for nuffin!
on the contrary 😀 sprint and jump to gain distance
The start of this mod made me think that maybe there was a potential PF in the making, but alas it wasn’t to be!
There were number of things I liked
I liked the steerable floating object to get to the other side of toxic waste.
I loved the cut the rope to get the gas cannister to use to lower the stairs/ramp.
I liked the jumps across the structures in the warehouse with the sound activated sentry gun.
I loved the frogger style part with the trains to get to the ladder.
I liked taking down the cops with the gravity gun and breeze blocks/bricks.
But as it went on the game had parts I didn’t like, probably for me the worst offender was the wind tunnel part, once was enough, three times was too much. And the long time it took the water to rise in the shaft was way to long.
Overall this is a good mod, well made and good looking, but little niggles clouded it for me.
There are some really good things and some weak points to this mod. Without giving too much away I would say the water navigation and getting the shotgun are really well done. However, there were a lot of unpolished areas, and I wasn’t sure what I was doing wrong with the elevator at one point so I noclipped. Worth playing for sure but it could have used a little more polishing.
On a second play I found a few solutions that I missed the first time including the solution to the elevator.
The elevator is glitchy. I got stuck on along the back wall of the elevator after the load. Also, it’s possible to push the elevator button from outside the elevator, triggering the load and sending it on its merry way without you in it. Whoops!
Bad things first:
The mapping and brushwork in places was not very well done, seeing a couple of weird gaps etc. – more care could have been taken, although I know it slows things down a lot. Also, the environments were good but a little more atmosphere could have been added such as light fog, other than that it was really good.
The game-play is what makes this a really good mod. It feels like when you first played half life! The puzzles and even combat are original. There was a lot of scripted sequences, especially the zombies, using foreshadowing of future combat. The main zombie battle was brilliant too!
A couple of the puzzles were confusing to me, and I managed to get past the puzzles in a way which obviously the mapper didnt want; stacking objects; the first was at the very start with the step ladder, it looks like you must make it drop down, I just stacked a couple of bins and got up. The second was the drawbridge, I put a crate by it and then managed to slide along without ever dropping the drawbridge.. Maybe one day I will replay it and see if I can find the correct way. (This is unless these were the only ways). This doesnt detract from the mod, because it is nice being able to solve puzzles more than one was, depending on your play style.
It would be a personal favourite if more time was put into making the environments look good and a little more realistic? (I know, this mod is very realistic compared to some mods/maps out there xD) – at least, polished.
If you want original, fun gameplay, play this now!
p.s. in reply to some comments above.
[spoiler]I found the combat original and fun. For me the speed of the water was just right, and it made sense, considering the large expanse it had to fill up. Yes the strider scene could have been done better, if more time was spent it could have been an epic fight/puzzle/area.[/spoiler]
haha oh god… Yeah I [spoiler]broke the lift cable[/spoiler] accidentally because of randomly throwing the sawblade.
Great feedback so far guys!
Thank you so much for taking the time to play it.
Thanks so much for making it! Started on part two yet? LOL!
I loved the mix between puzzle and firefights in this map pack, you had put a great effort on your maps.
I even take the liberty to inject my rebalance mod (Episodic Rebalance, i’ll ask Phillip to post it on his blog later) into your mappack to increase it’s difficulty.
I enjoyed sneaking through that sleeping Ceilling Sentry (man, I even woke up that pest by making too much noise) & also the Floor Turrets at the sewers (post Strider getaway).
It took me a while to get used on that floating platform thing (at the beginning). I regretfully noclipped at the sewer part (after you fight off the Shotgunners). Then i’ve replayed it again and realized that it was very simple to move the platform.
I didn’t liked the Strider part. That synth charging and not firing at you in the same time was kinda weird, completely killing the challenging feeling. You players should thank Valve by unfairly nerfing it’s pulse gun for EP2, losing it’s bossiness feeling in that Strider battle.
I liked the fastzombie arena too, giving the players only a pair of sawblades & requiring them to manage to remove the butane cans past the fences + the creatures charging & leaping at them increases the tension of the fight
Good thing you’ve choosed the right combination of weaponry for the Overwatch Soldiers on most of it’s combat segments as well placing them correctly (AR2 + SPAS-12 FTW, they suck using MP7 only at medium/long range combats)
The shaft flooding part combined with that sniper shooting you as soon the flood ended and them the Hunter battle were it’s climax.
The wind tunnels were frightening for me, especially the vertical one, where I ended up crushing myself against the celling, better than chopped by the blades.
The ending was abrupt & anti-climatic (at least not “emo” like the EP2 ending, some conformation at last), I did not take the liberty of reaching *cough* Alyx *cough* after climbing up that ladder (post Hunter battle) and I even throw some grenades on her, just for fun.
My final verdict: PLAY IT NOW!
I debated whether to give this a Play it Later or a Play it Now, but I think the sheer number of crafty little puzzles pushes this over the line and lets me forgive the many little problems throughout the mod.
There are several clever puzzle sequences here, mostly emphasizing the Gravity Gun. In fact, it’s all you have when you start out. None of these puzzles are mindbending, but they fit within the traditional Half-Life framework and leverage existing mechanics in interesting ways. The nifty Gravity Gun puzzles continue throughout the whole mod, some building on the same handful of ideas, some not. I’m not really going to explain them because it’s rewarding to figure these out yourself, but let’s say they are good enough to counterbalance the mod’s shortcomings. It’s not easy to come up with these things and execute them well, but this mod succeeds and earns its Play it Now based on that.
That said, the weakest part is the combat. In theory, the mod tries to go for fewer, but more memorable staged confrontations in neat looking setpieces. But it doesn’t have the intensity to back them up. In the fast zombie scene, I was literally able to stand in one corner of the room and pick off all the zombies before they reached me, mostly because the zombies only had two ways of entering the room and I could see and shoot at both from one location. In the Strider scene, which reminded me of a certain sequence in Terminator 2, there’s no music or anything else to ramp things up. Only the pounding of Strider feet behind you. It’s not that the combat isn’t fun. It’s just lacking that “oomph” it needs to stand out and impress.
You can tell that the author decided to move on because the lesser details are inconsistent. Some of the areas make good use of soundscapes and music. Others are completely silent. Some parts benefit from great lighting, others are too dark. The levels themselves feel disjointed – I never knew what my broader goal was or had a strong sense of place. Like Phillip said, it’s that last 5% that’s always the hardest part and it’s too bad the author didn’t follow through with it.
Still, because of the clever puzzles, I think you’ll be able to look past these things and have fun with it. There are a number of great ideas on display here, which make this a refreshing mod in a time when there aren’t many HL2 mods coming out.
Loved this mod, love the real action hero moment. Kept me interested all the way through, puzzles not too vague, combat mostly good.
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This is a really good mod, in quality matters,and obviously the beta testing was one of the main keys of such great quality. And it seems that I finally understand why beta testing is so important in a mod.
Over all I have the felling that this mod it has a great combat along with the enivironment whole envolvent atmosphere in the main parts of it and those are really great points, also the inclussion of the strider was a really clever inclussion in a mod i’ve almost never seen in other mods, I mean, that strider was not there for you to kill it, it was there to stress you and put some pressure on u, I mean come on, u don’t have any chance to be there but just, RUN FORREST RUN!!!!, and that chase feeling in your back is a quite hard special felling to get in a mod.
I agree this mod is special, because is like a fine quality product you will enjoy with the perfect amount of emotions.
Altough I conssider just something else was missed to deserve a PF rate, like maybe a really surpressive element at the end,something that you just can’t even imagine is going to happen, and the Hunters sounds at the last part transforms the last situation in a kind of very predictible one, I mean by predictible the fact that you will face the Hunters sooner or later, and when I get to the pit that starts to get flooded I had a WOW moment, because of that structure along with those green kelp textures were just beautiful.
So go there and play it!, you just won’t regret it unless u are a really exigent gamer, but come on if gives u fun and quality there are few things to complain about right? So this is a good one and is a perfect prove that BTC is doing a great job testing pieces modders are doing and deliver, so I hope we soon have more and better mods.
After all that praise I was shocked when faced actual game.
You can tell me whatever you want but this is my opinion.
This is a collection of bad gameplay choices! You can clearly say – environment was build around puzzles, not puzzles were made to fit into environment. Result: we are in abstract levels (never had a feeling of real place while playing) doing far-fetched puzzles. If I was their beta-tester I would say them to change A LOT of details. Because for very first playthrough they just too… unobvious at all to say the least.
I don’t know where to start… I was stuck at SECOND puzzle like for 10 minutes. So we have: ladder and gas canister on the rope. The rope is too short. So what we gonna do?.. I even tried throwing garbage cans to cut the rope until ACCIDENTALLY at some dark place… God, I wanted to kick something!
This gap at strider part MUST be removed. The strider alone is enough! Besides it looks absolutely illogical and out of place.
After climbing up at train part I faced the fence. Why is it where? Is that really that necessary? By that moment I already knew the rules (environment build around puzzles) so it took only a couple seconds but anyway.
The “getting shotgun” part. Whaaat? No, it can’t be… All HL experience is asking me not to do it. It tells me I’m gonna die at the bottom of this pit. But I already know the rules (environment build around puzzles), so let’s try this anyway. Oh, look, it worked! Never gonna try it in any other mod though.
Big zombie fight. I see something’s coming here. Hm-m wide areas, wide ladders. Hunters? Oh no, not the fast zombies again!!!
Big fans. Oh, barnacles is not bothered at all. Duh!
I can continue my ranting but this is pointless. As far as R&D feels real this mod feels like a training for mapper. If you’re mapper you don’t have any problems playing through your maps because you know all the tricks. But please, try to watch them from the player side!
Well, as one of the beta testers I feel I should respond.
I respect that fact you didn’t enjoy it and that’s shame. It’s certainly not perfect but I don’t believe it’s as bad as you believe.
When I played this the first time I had no trouble seeing the solution. There are two saw blades near the walkway and it is not too much of a mental jump to see they could be used to cut the ropes. The cannister on the rope was added afetr my first few playthrough to help the play see the idea.
I am not a huge fan of this section but I don’t see why the gap must be removed. It is impossible to jump the gap without some sprint and that is part of the overall puzzle of this section. You can’t sprint all the way and must find cover. I do agree that the gap could have been made to look and feel better, but its inclusion is not a problem for me.
The train ladder.
I am not sure what part you are refering to here.
Getting the shotgun.
Yes, this does break the rules set by Half-Life 2 but we felt that it was clear there was no other way to go and seeing the shotgun should be enough to make you try.
I totally respect that of course the playing style I applied to my mod is not for everyone.
Yes the mod was made by putting together a group of smaller designed areas and as a result it doesn’t have much of a sense of place.
R&D is (in my humble opinion) the best mod ever made for HL2.
I have learnt a great deal through making this mod and some of that learning process can be seen within the game itself.
Thanks for you comments.. I will consider them in my future work.
I totally disagree with the blades being obvious. And you know my experience in solving puzzles and overall in playing mods, it’s why I got into the BTC and I still couldn’t see the damn blades lol
The first time, I didn’t pay much attention to a dangling canister because 3, mind you THREE, dumpsters were at my disposal to either stack them or prop jump off one and I chose the latter.
Upon reading all these comments (yes, I do read most if not all comments and reviews, despite the tiring font and background sorry) I said to myself heck I oughta try this part again and I still failed to see the blades! I read your comment again, “near the walkway” and those words alone puzzled me even more so:[spoiler]I turned cheats on, then r_drawothermodels 2 (it’s a cheat, but I hid it because it can also spoil a lot of things for those who want a sneak peak to advance in a mod so I don’t recommend it), saw the blades in cyan, then turned cheats off[/spoiler] and went all squinky and looked around saying “what?!” in my head, over and over again.
So don’t punish the poor player, as I, too, am blind 🙂
And after finding them blades, I said ok, let’s see how this was supposed to be played and I then found the canister useless since I can [spoiler]cut the rope holding the ladder, instead![/spoiler] which shouldn’t bother me that much but for some reason it does, because this entire mod woke up a lot of wouldas and shouldas in my betatesting head..
As said in a post above, “Epic!”. It seems like ages since a mod this good has come along, and there’s been so much mediocrity in the interim. Its been like wandering a desert here at times!
Many map makers seem to throw in puzzles to aggravate players with their difficulty or hidden answers to them, sometimes to the point of quitting. You know the kind of mappers I’m talking about. Some of the Portal stuff is like that too.
Here, I always found after thinking about it, I found the right way, and after achieving each puzzle there was a smile – ah, done it! Really enjoyable. Some were quite difficult, and required dying, as happens in many mods (to me anyway).
And there were so many unique puzzles!
There was some really challenging combat action too, here and there. Graphics were very good, not perfect, but the variety is what made the mod.
I feel we really have a gem here that should be recognized as such. So there’s my rating and I’m proud of it. I really hope Aazell makes another mod soon! 🙂
First game i’ve played for a while. LOVED IT.
Took about 6 attempts to get past the Strider, was doing as Phillip suggested
RUNNING LIKE HELL, in the end I just walked calmly down the right hand side, didn’t
speed up until I needed to do the jump, got through it with 89% life.
Loved all the puzzles too. Was so into the game, I forgot to give Jasper (cat) his tea.
Oh Noes! Poor Jasper!
What have I created! LOL!
I truly don’t see what so many people find in this mod. To me it seems mediocre at best, frustrating and ugly at worst. Maybe it is because with the recent decline in the number of mods everybody is just happy to have something new for once. Still, compared to some of the better mods on PP this one can barely hold its own. Disappointing indeed – think twice!
I really enjoyed this entire mod. Everything about the gameplay was just my style and almost all of my comments have been covered above by previous posters so I wont repeat them. It is well put together with nice mixes of puzzle, combat and strategy. I’m on the fence actually between a PIN and PF recommendation. I will be sending this off to my flash drive for future plays. Great Job Aazell, Thank You. Look forward to any future projects you have.
So… I completely didn’t do the first 2-3 puzzles the “right” way. Puzzle one? Sprint Jumped into the sewerage/radiation/muck, got on the platform, Sprint Jumped my way to victory. Puzzle two? I saw the Gas canister hanging down, saw it was one of those electric-cord style ropes(the ones that have no real clipping/hitbox/whatever on the electric puzzles) and ignored it thinking “Oh well that’s one of those, I can’t do anything with that.” finally just stacked some stuff(trashcans and the platform) to get up. Puzzle three? I didn’t know what the heck I was meant to do. I finally just ran/hide behind the wooden platforms and waited for it to stop shooting.
The car jacked up and on cinder-blocks? I liked it,… till I realised that the 2 CP behind the fence were BEHIND A INVISIBLE WALL. Thus meaning my Grenade I got, and even the Gas canister you had put where the Car was blocked by it… so I was forced to do it the “right” way that was completely dumb.
Strider battle? Ughhhhh. That, ughhh. It wasn’t bad, but it was easy once you figured out “Sprint jump, jump till Sprint full again, LEAP across the gap, win.” and then the gap was just bad in of it’s self. Not even any attempt to make it look like anything OTHER then the giant “Strider no pass point.”.
No real complaints with the mod/map other than those. Details could have been better, but overall it was okay. I loved the shotgun part(BAD-ASS ACTION MOVIE STYLE), fast zombie arena, and the ending running away part. I still don’t get how the Crossbow in that area was that “great”, it really didn’t help.
For those that map.. I’ve posted the VMF files on my blog…
Feel free to steal whatever you like to use in your own maps. Give me credit or don’t. I really don’t care.
Hope you can learn and make something wonderful from it.
After finishing it and reading the reviews and replying on some, I don’t know where to start.
I’m just so frustrated that somehow not enough betatesting was done and if it was, the feedback wasn’t properly used by the author. I’d almost reach out and tell him to have another go at it and finish it because the potential is huge, for the modder and for the mod itself. Starting a new mod seems ok but to leave this one unfinished is just .. a damn shame! Pitty!
It’s hard to talk about this without treating it like a beta and therefore frequently hinting, pointing and saying I want more of this, less of that, fix these etc.
For instance, the part with the elevator and the debilitated fast zombie is kind of buggy but to go into detail is pointless now.. “Interpenetrating entities! (player and func_tracktrain)” in map 3_5 console messages; is there an smg in this mod? I missed it and now see all this ammo; as PP said, the fast zombies area was unrealistic, and as others pointed out, there were other areas of this kind, too; also the going in an S pattern became repetitive.
And just because you give the player real guns doesn’t mean you need to make less or zero Ggun (I realize the pleonasm) puzzles from that point on; you can also remove his guns? or make puzzles with those real guns? It’s just weird, this feels like a 2 part mod, which stresses out the fact stated by a previous reviewer, that the environment was built around the puzzles and not the other way around (it would’ve gone unnoticed if not for the entire guns part).
On the other hand, the puzzles are awesome (yes, I remember saying “awesome” a lot in the first minutes of playing this mod), I gotta hand it to you. As PP said, a great puzzle needs to consist of 2 parts: player figuring out what to do, which should take like 90% of the time and effort, and player actually solving it. In this manner your mod proudly resembles R&D.
And for this alone people should play it. No, my bad. For this AND for the 2 things that made me feel like an action hero(ine), namely the train hopping and the shotgun acquirement. You should use something in those lines to advertise/describe your mod. I probably felt more of an action type person compared to others because I prop jumped a lot and could walk on rooftops and see future enemies.. Map needs to be more closed in (and NOT by invisible walls) cus you just can’t have people jumping over/down and dying.
The ending clearly stresses what’s seen in the mod overall, that you just had enough with it and wanted a release asap. The fact that you’re meeting with Dog and Alyx (as seen from left to right) should not be in the description, however. That tiny detail you put at the end should have been inside the mod, imo, wrapped around a compelling story. All good mods need one. Maybe even make a cutscene out of it, idk, something special and memorable. After all, the player is a friggin action hero 🙂
Kyo’s first paragraph in his/her review would be my words exactly when rating this.
PS: I have to ask the author to get another batch of testers or else I won’t sleep at night.. pretty please, James?
Thanks for your comments. I totally understand where you are coming from. I have thought about going back and tweaking / updating the mod and as a beta tester I respect your comments. I think most of the community have played the mod now so changing things at this point would probably not really be worth it.
It may seem a bit like an excuse but this mod really was a learning process for me. I have learnt a great deal and I am including many of those lessons in my new mod. You can play a section of that new mod at the link below:
If you would like to be involved in beta testing my new mod please let me know. I’m always looking for people who are willing to give good honest feedback.
Also, a woman’s perspective is a wonderful thing in a community filled with boys!
I know what it’s like to have a first map or first 5 maps as a stepping stone and moving on to other, greater things. But like I said, this is obviously more than a stepping stone and deserves to have versioning. The most of the community might have played it, indeed. Still, I know some of them also play updated versions of mods. It’s actually pretty traditional on moddb to follow up a mod during its entire life cycle. Perhaps in a distant future, then, if you’re having a blast creating your current one.
In conclusion, I believe that every little thing a mapper releases should be updated once in a while.
Looking forward to playing that map, also I sent you an email so you’d have my addy and send me more for testing!
This is the first mod for any HL-game that I played in three years. And I have to say I enjoyed it very much!
Because of the sometimes very basic visuals and the fact that I managed to put myself into a dead end a few times, I only give it four out of five.
Nevertheless, this mod has great puzzles, some challenging and very variable combat and I recommend that everyone should play it.
Oh, and I needed almost an hour to play it through. So thats quite a lot of bang for 11MB!
Overall a decent offering, but nothing that’s going to rock your world. The environments were somewhat low-detail and illogical, which failed to suspend disbelief for me, but there was also some creative puzzle-work that I had fun with. The player could have been trained better for at least one of the new mechanics:
[spoiler]When you’re meant to cut cables with radial sawblades, just place a few dangling items in a row, with one of them cut down by a sawblade that’s now embedded in the wall. Immediately the player will be able to see that the item was cut down with a sawblade, and will deduce that they can use the blade to cut down further items.[/spoiler]
Replayed this today as I needed an Ep2 fix badly, and it didn’t fail me at all. Gameplay before eyecandy for me, always, tho in places there was some eyecandy as well hehe
http://cloud-4.steampowered.com/ugc/3316076793873276798/14F68866D64798AFB48E85D54AF1FA4C5193FE66/ this is still my favorite moment of the mod and this time round I took the gnome and finished with it, am so proud!
I decided to play through this after playing through the recently released Aftermath and the not-as-recently released Deep Down, both of which I really enjoyed.
I wish there was more of a story. I didn’t really feel immersed having a story of “you wake up in an alley, get to Alyx”.
The aspect I like most about Daylight its puzzles, most of which use the gravity gun. Some of them even have multiple solutions. People seem to have split opinions on them, but I didn’t have any problems with them, seeing as how the mechanics are well explained by the environment for the most part. The fans turning on/off were a really cool idea, too.
The combat in Daylight is mostly pretty good. A lot of it I quite enjoyed, but the fast zombie fight had really slow pacing and was rather easy. The flooding water part had pacing that was a little slow as well, especially when you need to wait for it to rise in order to progress. The platform you have to use is on a crooked surface, so when you put it into the water it starts rotating and bobbing, which was annoying and caused quite a few deaths for me.
The visuals are also a mixed bag, some areas are nice to look at while some are blocky. The ending was not very good (although the final fight was fun), but I didn’t expect much from it given the (lack of) story.
Overall, though, Daylight is well worth playing, it has some really fun and interesting scenarios and I enjoyed almost all of it.
how in the headcrabs did i miss this…ty otd. so i have not yet played them all….trying to.. saved for a snow day.
I got a bit stuck at the start of the map with the metrocops since I lost quite a bit of health on the turret. I saw pickups on the roof but didn’t figure out how to get to them. I liked the puzzle mechanic of cutting cables with the sawblade, but I think it could’ve been used a little bit more. It took me some time to realize the bridge at the start of the map after the Strider chase could be cut. Some lighting highlights could probably improve this. I liked the look of the last area, the overgrown look is great. I think the water in that area could have risen a bit faster, but that’s a difficult thing to balance properly (I wonder if that can be changed with the difficulty level).
Note: the SteamPipe fix must be applied for this mod to work: https://steamcommunity.com/app/420/discussions/0/864971765497379056/
After playing Deeper Down, i went looking for more by Jim. 🙂
The first parts are very interesting with some neat ideas if often a little barebones (visually). Like just before the Strider. However, this run is pretty wild. Scary stuff! lol
Sadly, the game crashes back to the desktop as it’s loading the next part (Mac) so I’m a bit gutted and would have loved to play more. (fwiw I applied the patch from ModDB). So I’ve just based my rating on the first part of this.
oooh wow i’ll work with Unq to see if we can spot the problem!
What would have been good to add some music and ambiance in this mod
The mod alternate good idea, interesting gameplay in a sometimes average layout and design
several areas are build up with interseting ideas like the central tower with water or those vent
all in all a fearly and enjoyable experience
1 Hour, 5 Minutes