Now that I've had more time to thoroughly investigate the matter following the Boundary Break episode, I've since looked into the HL1 VMF files included with the HL2 leak and found that fill1, along with fill2, were the light textures used to light many areas of this map, c2a3b. However, all of the other map lights are invisible func_illusionary entities while these light bars at the bottom of the pit are regular brushes, hence why they're still visible in the final compile. The visible part was likely an oversight, but we have a definite reason for the red bars: they're for lighting. As for why Valve wanted to light up the bottom of a deep flooded pit, that still remains a mystery. A theory is that this room originally wasn't flooded but rather a bottomless death pit. As it is now, the pit is actually so deep that, if there was no water fog, you wouldn't be able to see the bottom of it from the catwalks above since they're beyond the engine's rendering distance. This supports the idea that the pit was greatly extended downward once the water and Ichthyosaurs were added since the water's fog hides the rendering limit.
I wish there was a mod which would show the whole fore-incident Black Mesa, like how it looked throughout normal working days, with the scientists doing their job, Security Guards guarding everything and dealing with some minor incidents or maybe some crimes, and of course with the ability to play as Gordon and Barney when all the work and experiments run successfully. It would be great.
Oh you have no idea how i've been wanting this to happen, just a normal day to work, no aliens no problems. It would also be cool if the mod included the maps from blue shift and op4 aswell and found a way to make them connect with hl1's existing map through smooth transitions (I know we visit areas from hl1 in op4 and at the very begining of blue shift so it should be possible to connect everything)
@@sugoha_2548 It's be cool if they just made some kind of "secret research facility simulator" that resembled Black Mesa, without any association to the Half-Life series, necessarily.
I've actually never ever dived to the bottom of that pit. I was always too terrified. In fact, even to this day, I always go through that segment as fast as I can always trying not to even go into the water, and certainly never to look down. The combination of the depth and the swimming monsters in that place just scares the shit out of me.
@@lzup407 That's thalassophobia. Expecially if you're playing that part in a dark room, using a very big screen. The darkness of the water depth will bring shivers.
It’s one of those things where, the thought has entered the back of my mind, but I never cared enough to check. Just figured there was probably some typical brushwork at the bottom. Had no idea it was so deep and that it was such an anomaly in the Half-Life data mining community.
I have some kind of a fear of those things, but I can't just run, and I always dive into the water to fight those things. In my half life version, the water is very dark, so you cannot see anything. Yes it's creepy and scary, but also funny for me, I can't help but I always jumping into the water lol
The silo looks like it was abandoned long ago and the walls are all rusty like they were exposed to the water for a long time. BM administration - for some reason - decided to keep a freshly caught Ichthyosaur in this improvised "pool" instead of bringin it to the Advanced Biological Research Lab. Actually it would be interesting to ask Harry Teasly about the silo.
@@GoldSrcFreeman could be the interactions of the alien fleshed living beings with the walls. Imagine if when a vortigaunt get teleported, it splash green acid around. That could xplain the walls condition even no damaged
"Did you see it? They said it was hauled from the Challenger Deep, but I'm positive that beast never swam in terrestrial waters until a week ago!" This, along with the shark cage tells me, that the Ichthyosaur was swimming there even before the resonance cascade. This in turn suggests, that those halls had been flooded for a time already.
I have done Quake mapping. Quake has a similar engine to Half Life. In Quake people usually put lights under areas like that because of some lighting glitch witch happens when enemies go above dark textures. That's probably why that is there.
I would love a video serious where you go more in depth into explaining stuff about the map design of Half-Life. I've been a fan of the game for so long it's about time I learned it, and the way you explained this made it finally seem feasible to my brain.
Well, the machinery and the purpose of this area is rather easy to deduce: Surface Tension occurs in a dam, and the Apprehension level is clearly inspired on the machinery typically found in a hydroelectric plant. It could have been flooded to increase the output capacity of the Black Mesa dam, and since hydroelectric engines and the such are built in-place, taking out obsolete machinery might have proved too costly, so they just flooded the old machine rooms. Following the recent 25th anniversary streams of Half-Life by Dario Casali, level designer, I learned that, while great emphasis was placed on having the locations feel real, the actual disposition of elements and gameplay flow was largely abstract. Fun was still the key goal with the game, so a lot of locations were planned "realistically" and then were modified substantially along the way to make them more gameplay friendly. That's why everything looks somewhat familiar, yet oddly non-intuitive.
Although There are already A Channle like thise (For example MarphitimusBlackimus etc) Im Glad That The Community Is Still Growing Although This Game Was A Decade Years Old
A very interesting look into the more intricate details of half-life, I really enjoyed this! Keep up the good work, we need more folks like you in this community ✌️
looks like a light room. Used a lot to light moving brush entities before they're placed in the map (things like trains and stuff.) if it's unused in the final map then maybe it's just a leftover.
Using func_wall on items like this doesn't really improve gameplay, but instead improves map compile times. Unlike normal brushwork, entities like these don't break up vis, which means less visibility calculations being done and shorter compile times. Complex or small map objects like the pipes or light can chop vis up into uselessly small or complex chunks, increasing the complexity of the compile for no real improvement in-game.
Not to mention that in underwater only weapons you can use is pistol and crossbow. And risk of drowning and limited visibility. Gosh I hate the ichtyosaur.
Amazing video! Although I have to say I prefer having text to read on the screen to read rather than a voice over. Your voice doesn't sound bad, not at all! It's just my personal preference.
it hits you that humanity is evolving when some dude is using profesional software wich i imagine was hard to master at the time it was current and also that required years of studies to be able to grasp concepts governing that software just to make casual videos with trivia about a game. I'm a mechanic and same applies to my profession nowadays there is so much aviable info on the internet that more and more ppl tackle on jobs like engine overhaul without "proper education" succesfully. It's so cool to see that happen. I'm not trying to take away anything from your skills dunno just a thought i had watching this.
(first second of the video) We don't for a fact that gordon arrived at the same universe after being teleported at the initial incident. That small details could be a little proof that he arrived to a mirror universe.
No. You cant bc of many reasons, for example: the trip mine in the conveyor belt section of Residue Processing, the snipers in Surface Tension, the gonarch, the gargantua that the nihilanth spawns at one point, the nihilanth himself, etc.
I'm picturing walking around the Questionable Ethics lab with scientists walking around being rude to you and guards not letting you through into any of the rooms
Now that I've had more time to thoroughly investigate the matter following the Boundary Break episode, I've since looked into the HL1 VMF files included with the HL2 leak and found that fill1, along with fill2, were the light textures used to light many areas of this map, c2a3b. However, all of the other map lights are invisible func_illusionary entities while these light bars at the bottom of the pit are regular brushes, hence why they're still visible in the final compile. The visible part was likely an oversight, but we have a definite reason for the red bars: they're for lighting.
As for why Valve wanted to light up the bottom of a deep flooded pit, that still remains a mystery. A theory is that this room originally wasn't flooded but rather a bottomless death pit. As it is now, the pit is actually so deep that, if there was no water fog, you wouldn't be able to see the bottom of it from the catwalks above since they're beyond the engine's rendering distance. This supports the idea that the pit was greatly extended downward once the water and Ichthyosaurs were added since the water's fog hides the rendering limit.
pog
Hi
sup how are ya
Very possible. Great theory.
You can edit max visible distance from "Map/Map settings/Max viewable distance" (default 4096) in Valve Hammer 3.4._
Those pre-incident things are hilarious, who would have thought that a resonance cascade has the possibility of adding telephones.
A couple folks suggested that the incident actually placed Gordon in a parallel universe. Hilarious
I like to think they got teleported there from some place else
@@Vexcenot wtf Is This clover field That's Not it
@@lymphoid link or references where you seen those theories?
@@sam-sp5zk me doubt has entered the chat, we'll see how this ends
I wish there was a mod which would show the whole fore-incident Black Mesa, like how it looked throughout normal working days, with the scientists doing their job, Security Guards guarding everything and dealing with some minor incidents or maybe some crimes, and of course with the ability to play as Gordon and Barney when all the work and experiments run successfully. It would be great.
Oh you have no idea how i've been wanting this to happen, just a normal day to work, no aliens no problems. It would also be cool if the mod included the maps from blue shift and op4 aswell and found a way to make them connect with hl1's existing map through smooth transitions (I know we visit areas from hl1 in op4 and at the very begining of blue shift so it should be possible to connect everything)
Y E S
@@sugoha_2548 It's be cool if they just made some kind of "secret research facility simulator" that resembled Black Mesa, without any association to the Half-Life series, necessarily.
There's a black mesa mod about it
@@SpireGuy you CANNOT say something like that and not link it!
I've actually never ever dived to the bottom of that pit. I was always too terrified. In fact, even to this day, I always go through that segment as fast as I can always trying not to even go into the water, and certainly never to look down. The combination of the depth and the swimming monsters in that place just scares the shit out of me.
Not alone on that one brother
@@lzup407 That's thalassophobia. Expecially if you're playing that part in a dark room, using a very big screen. The darkness of the water depth will bring shivers.
Same bro
It’s one of those things where, the thought has entered the back of my mind, but I never cared enough to check. Just figured there was probably some typical brushwork at the bottom. Had no idea it was so deep and that it was such an anomaly in the Half-Life data mining community.
I have some kind of a fear of those things, but I can't just run, and I always dive into the water to fight those things. In my half life version, the water is very dark, so you cannot see anything. Yes it's creepy and scary, but also funny for me, I can't help but I always jumping into the water lol
The silo looks like it was abandoned long ago and the walls are all rusty like they were exposed to the water for a long time. BM administration - for some reason - decided to keep a freshly caught Ichthyosaur in this improvised "pool" instead of bringin it to the Advanced Biological Research Lab. Actually it would be interesting to ask Harry Teasly about the silo.
The walls were also rusty in blast pit, no water around.
This just shows the extent of the damage that the resonance cascade did.
@@ABC-jg3pv It can't be Resonance Cascade since all the structures around the silo are in good condition.
@@GoldSrcFreeman could be the interactions of the alien fleshed living beings with the walls. Imagine if when a vortigaunt get teleported, it splash green acid around.
That could xplain the walls condition even no damaged
@@ABC-jg3pv the silo is from 60's I think, remember, Black Mesa was old military base, I think it was rocket silo base
Hey, you have a voice. Good to hear you dude. Amazing work!
I agree. I just subbed. Half life nice stuff beeing shared by someone with a nice talk flow. Got my attention.
Nice work dude. Love it
Your a underrated half life youtuber. Keep it up man
So this is what you do while you are in gmans void
@@Sph_611 Adrian got wi-fi in Xen
@@Sph_611 im stuck
@Scratchy how?
I can give you a hand to get you out of that void, if you want.
"Did you see it? They said it was hauled from the Challenger Deep, but I'm positive that beast never swam in terrestrial waters until a week ago!"
This, along with the shark cage tells me, that the Ichthyosaur was swimming there even before the resonance cascade. This in turn suggests, that those halls had been flooded for a time already.
Love the mediocre mysteries. This should be a series
Huh, volume's pretty low *raises volume to full*
Gman: W I S E L Y D O N E M R. F R E E M A N
"I will _hear_ you up ahead"
I have done Quake mapping. Quake has a similar engine to Half Life. In Quake people usually put lights under areas like that because of some lighting glitch witch happens when enemies go above dark textures. That's probably why that is there.
I would love a video serious where you go more in depth into explaining stuff about the map design of Half-Life. I've been a fan of the game for so long it's about time I learned it, and the way you explained this made it finally seem feasible to my brain.
right when i went to like the video the “WISELY DONE MR FREEMAN” clip played and it scared the shit out of me
I never realized until now that water is deep as hell
another banger from lymphoid..?! and he has a voice?!?!?!
edit: just donated to the patreon! glad im able to support you :)
Well, the machinery and the purpose of this area is rather easy to deduce: Surface Tension occurs in a dam, and the Apprehension level is clearly inspired on the machinery typically found in a hydroelectric plant. It could have been flooded to increase the output capacity of the Black Mesa dam, and since hydroelectric engines and the such are built in-place, taking out obsolete machinery might have proved too costly, so they just flooded the old machine rooms.
Following the recent 25th anniversary streams of Half-Life by Dario Casali, level designer, I learned that, while great emphasis was placed on having the locations feel real, the actual disposition of elements and gameplay flow was largely abstract. Fun was still the key goal with the game, so a lot of locations were planned "realistically" and then were modified substantially along the way to make them more gameplay friendly. That's why everything looks somewhat familiar, yet oddly non-intuitive.
great vid, love the detail... reminds me of my entmod days trying to learn all about the func_’s...
I love the addition of voiceover!
Lets you explain and speculate in more depth!
You are awesome dude, keep up the good work!
Although There are already A Channle like thise (For example MarphitimusBlackimus etc)
Im Glad That The Community Is Still Growing Although This Game Was A Decade Years Old
Your channel is awesome!!
A very interesting look into the more intricate details of half-life, I really enjoyed this! Keep up the good work, we need more folks like you in this community ✌️
1:13
Portal: The cake is a lie
Half-Life: The pipe is a door
FREEMAN IS YOU
Amazing video. keep 'em coming!
Thanks for crediting everyone in the description!
Basically, Half-Life 3 is possibly down there, please go find it.
It's nice to hear you
Wow, great work!
looks like a light room. Used a lot to light moving brush entities before they're placed in the map (things like trains and stuff.) if it's unused in the final map then maybe it's just a leftover.
Awesome video man and very cool and interesting content, keep up the good work
Wow dude your voice is amazing ngl
Great video 🏁🏁🏁
I bet you this guy will be successful with half life content
i was here in 2.72k subs
See you in the future!
"You're not supposed to be here"
Welp, looks like I'm going to the fan make Black Mesa to get an idea of what that place might be.
I love your content it's so good you've just earned a new subscriber
I love ur voice and channel.. I glad u reveled voice its 10x better and u can explain something easily... Amazing video?!
Thanks david. All that info would have been a 20 minute video with text haha
@@lymphoid yea!
@@lymphoid and i love how u have ivan on ur channel photo 😃
Using func_wall on items like this doesn't really improve gameplay, but instead improves map compile times. Unlike normal brushwork, entities like these don't break up vis, which means less visibility calculations being done and shorter compile times. Complex or small map objects like the pipes or light can chop vis up into uselessly small or complex chunks, increasing the complexity of the compile for no real improvement in-game.
I fear no monster in half life but the sea monster it gives me goosebumps.
Forgot sea monster name lol
Not to mention that in underwater only weapons you can use is pistol and crossbow. And risk of drowning and limited visibility. Gosh I hate the ichtyosaur.
Minor mysteries is such a fun series idea
Amazing video! Although I have to say I prefer having text to read on the screen to read rather than a voice over.
Your voice doesn't sound bad, not at all! It's just my personal preference.
but the fact is that the voice is hella quiet, almost can't hear on my laptop sadly
@@advsttsvda4935 same
Yeah, there's a certain feel to having RUclips videos made with text on screen, like old-school pannenkoek and Code Bullet.
thanks for explaining man!
i wonder who that midlowreborn fella at 0:10 is, i heard hes pretty cool
Nice video mate
Im not going to lie, lymphoid, I thought you were going to have a very thick slavic accent
Teleporting emergency Light is a func_wall, Pushable Objective is a func_door_rotating
How did I just find out about this channel?
Cool voice, but too quiet mic, maybe you can boost it up in editing program a little?
I found the voice volume to be perfect.
Turn up your volume dumbass
@@KookoCraft when the outro soundbit is very loud compared to his own voice, you know the volume unbalanced
I love your videos, nice job
I wonder what’s at the bottom of the same shaft in Black Mesa? That one looks deeper and scarier albeit I don’t think it’s as foggy.
Oh sh1t, that last sample was way too loud!
That title reads like poetry.
Oh, you talk now, cool.
it hits you that humanity is evolving when some dude is using profesional software wich i imagine was hard to master at the time it was current and also that required years of studies to be able to grasp concepts governing that software just to make casual videos with trivia about a game. I'm a mechanic and same applies to my profession nowadays there is so much aviable info on the internet that more and more ppl tackle on jobs like engine overhaul without "proper education" succesfully. It's so cool to see that happen. I'm not trying to take away anything from your skills dunno just a thought i had watching this.
Amazing video
i love half life content in 2021
(first second of the video) We don't for a fact that gordon arrived at the same universe after being teleported at the initial incident. That small details could be a little proof that he arrived to a mirror universe.
Apprehension gives me terrible Submechanaphobia.
Thats the kind of pool I want, just a giant cube of water that I can walk into _(because of science and math and physics)_
I like this video and want to see more content like it
0:01 scary
Who do ya....
Whooooww...
Some one help shes gone mad...
I predicted all of it all of it
Im suprised you arent blue suit Ivan the space biker!
You should consider turning on the microphone ;-)
p a r a l l e l r e a l i t i e s
Yes
OMG VOICE REVEAL, time to make You Say guitsr peruano
Omg 2.5k subs, i'm here in 800subs Owo
Terrible audio mixing. The opening card is super loud compared to your very quiet voice
So I've heard
I was gonna comment something, but youtube randomly crashed on me again & I forgot what I was gonna say lol
half limfe
why dont you ask mappers, that created those maps about that?
Can you beat half life with only a crowbar?
No. You cant bc of many reasons, for example: the trip mine in the conveyor belt section of Residue Processing, the snipers in Surface Tension, the gonarch, the gargantua that the nihilanth spawns at one point, the nihilanth himself, etc.
nice video, but please raise the volume of your voice.
Cool
Nice voice
also try to denoise voice i think i heard some static noise
Has anyone made a pre incident hl1 mod?
I'm picturing walking around the Questionable Ethics lab with scientists walking around being rude to you and guards not letting you through into any of the rooms
I like your voice
He has a voice???
i like your profile picture
why does this video have voice
Your voice is too soft compared to how loud gman sounds.
Could you raise your volume so it's similar to gman?
Bruh
normalize the volume of your video, the intro sounds like it's at volume 100, but you talking sounds barely at 40, hard to hear what you're talking.
Your voice is WAY to quiet, i can barely hear anything at max volume