I remember playing around with Yelo trainer back in the day and seeing those rooms and thinking, “damn, no one will ever get in these without mods”… thanks for proving me wrong :)
Very well done guys. Thank you so much for the shoutout. So many awesome things came together to make both of these rooms accessible. The AUP and Dead and Alive, just incredible discoveries that made anything possible and they work so well in tandem with this trick. Cheers to you guys for still making content and having fun with the game.
Absolutely insane guys. Halo 2 was the game that got me into loving glitches/tricks/out of map stuff in general even outside of Halo. And one could argue that Halo 2 is possibly one of the most broken games of all time. And the fact that there is still glitches being found makes me so happy.
How in the hell you guys manage to break these games time and time again is beyond me. Edit: Love that you added "Deep Stone Lullaby" as one of the song choices :)
I have a question, why is it necessary to not shoot at all? Btw it's amazing how you guys manage to do what you want with the halo games, been playing them since i was 5 and I'm still awed at the things you guys pull off.
The AUP/Dead Alive is caused by some very specific memory-related glitches. Each time you shoot or anything it messes with the memory, so by not shooting we for sure set up the memory where we need it to do the glitch
The second room might be possible to get into just by clipping through the ramp too fall right into it. I'm hoping to send an ai down since they don't die to solid space from fall damage. But you could just as easy do a player merge walk through and fall into the room but then your stuck inside. XD
The one on outskirts is also a possibility when it comes to getting a jackal or élite under the map and into the skybox projection room. The surface is soo thin I hit it with mastercheif every time in seconds of clipping but even though im in and out of solid space fast enough it still kills me when I land on the room... So I would have to do a player merge to stay alive in that one I think but the ai shouldnt have a falling damage issue so marines covenant they could all make it in there. If you wanna attempt it I got a video of bump clipping on mcc.
I found this one a little bit hard to follow. I think it's maybe because there was no geometry in the projection rooms I wasn't sure what was a projection and what was a cinematic shot of a player standing in the void. Also felt like there were a few lines of explanation missing. I vaguely remember the dead and alive glitch from an old video but maybe could have done with a reminder and a brief explanation of what a pinch is.
The void and projection room were the same. Wasn’t easy to show but if it had the triangle or sphere then it was a projection room. If it was a player in the sky really big it was the projection of that player in that room.
Deep Stone Lulluby at the end? Nice! When are you guys gunna figure out how to do this sort of stuff in Destiny, now that'll would truly be a challenge haha.
To set up memory in a specific way. When you are under the tank and you restart (can be applied to any situation where you're in a tight space) a value gets set in memory. The grenades we make offset the memory. Every single object spawned on the map affects it. By setting up memory the way we need, we can respawn as dead bodies, phantoms, elites, marines, Pelicans, etc. There's a lengthy pastebin if you wanna read it too, goes more in depth
I’ll make an effort to try and explain AUP a bit more in depth if there is another video I edit with AUP involved. It’s not as simple to explain as other stuff and giving it an entire section of the video wouldn’t have fit. I know there is an explanation being worked on (at least I’ve heard there was), but for this video it wouldn’t fit. It would need its own video to explain it.
Are these what we've been calling skyboxes? If not, what are the differences? If so, why are the skyboxes on Great Journey so different? I understood about 10% of that vid but it was entertaining. Also, why not show coop to get a better understanding of what is taking place?
If my understanding is correct they are different. The projection rooms magnify the explosion effects and project them on the background, while the skybox is the texture of the sky itself. In the case of Great Journey (I suppose you're talking about Space Hole) it can be visualized as a small level inside another, with its own skybox and in theory its own projection room.
@@lyserad4449 You are talking to a novice but I think what you say makes sense. That seems to explain why there are two boxes? Is the inner box the projection room and the bigger box the skybox?
@@UnGrumpy1 In Metropolis? I'm unsure. It may be because different effects are used in each part of the level or because the first box deloads when you load the next part of the level. Both are projection rooms, the effects on the sky (explosions, clouds, lights) are inside the boxes, what I don't remember is if the static texture of the sky is also in the box or if it doesn't appear physically on the level. I'll have to investigate to be able to give you a correct answer, because I haven't seen these topics in a while haha
@@lyserad4449 Thank you for the response. SLOBSKY and I have been working our asses off tying to map out what is going on in the Space Hole, we've been flying blind the whole time. What I do know is that there are two boxes, one large cube shaped box which is what we've known as the space hole. Then there's a smaller box inside that box that is shaped like a phone booth and is taller than it is wide. The ceiling has a kill barrier on top of it and curiously has no kill barrier on the bottom side. What is odd is that there is a safe zone on the top kill barrier and it's very small and sits directly over the DaVinci egg. With a Brute Shot you can shoot the ceiling anywhere and it will explode except over that small area where the shot goes right through. Any idea why that area is even there? So, my response was about the Space Hole, from what you were laying out to me, the inner box should be the projection room and the bigger box encompassing it is the skybox (I just now realized why it's called a skybox lol). I thought a skybox had more functions than just sky. I don't know if you are familiar with what SLOBSKY and I are doing with the Space Hole but maybe you can take the time to look at my last vid where I landed on the egg in coop and SLOBSKY is trying in Single player as was I for a while. We are trying to find a way into the inner box in SP. In coop I got teleported inside the inner box via AUPed Spectre turret and a swordfly from the turret got me to the egg. Guessing and supposing is allowed since I don't have a program that shows me wireframe. Let's switch the conversation over to my latest vid, these guys don't want me discussing the space hole here I don't think.
I remember playing around with Yelo trainer back in the day and seeing those rooms and thinking, “damn, no one will ever get in these without mods”… thanks for proving me wrong :)
These are unparalleled in their skill, execution, and portrayal.
Very well done guys. Thank you so much for the shoutout. So many awesome things came together to make both of these rooms accessible. The AUP and Dead and Alive, just incredible discoveries that made anything possible and they work so well in tandem with this trick. Cheers to you guys for still making content and having fun with the game.
Absolutely insane guys. Halo 2 was the game that got me into loving glitches/tricks/out of map stuff in general even outside of Halo. And one could argue that Halo 2 is possibly one of the most broken games of all time. And the fact that there is still glitches being found makes me so happy.
I agree. I don’t care if the old Mario and Pokemon games are more popular, Halo 2 is the KING of cool glitches and tricks.
Halo 2 is my favorite for glitching and tricking. Especially with super bouncing. It was a joy seeing this be done.
R.I.P. super bouncing and the rest
The song on the credits is Deep Stone Lullaby from Destiny 2 for those wondering
Deep Stone Lullaby at the end was a nice way to end things :)
I loved it when you played the deep stone lullaby at the end with the spinning phantom
How in the hell you guys manage to break these games time and time again is beyond me.
Edit: Love that you added "Deep Stone Lullaby" as one of the song choices :)
Halo 2 devs: *nervous laughter* "haha, glad someone finally found that easter egg that we totally meant to put in the game hahahah"
halo 2s engine really is held together by duct tape and popsicle sticks huh XD
Great job Nick!
Thanks Chris!
The Special thanks section makes me smile. :)
looks so cinematic and dream like looking at the waves in the sky
I see Termacious, I leave a like.
1:18 schrodinger's spartan
Had to do a double take seeing Harc the Shark on here xD
I have a question, why is it necessary to not shoot at all? Btw it's amazing how you guys manage to do what you want with the halo games, been playing them since i was 5 and I'm still awed at the things you guys pull off.
The AUP/Dead Alive is caused by some very specific memory-related glitches. Each time you shoot or anything it messes with the memory, so by not shooting we for sure set up the memory where we need it to do the glitch
My brain just exploded
The second room might be possible to get into just by clipping through the ramp too fall right into it. I'm hoping to send an ai down since they don't die to solid space from fall damage. But you could just as easy do a player merge walk through and fall into the room but then your stuck inside. XD
The one on outskirts is also a possibility when it comes to getting a jackal or élite under the map and into the skybox projection room. The surface is soo thin I hit it with mastercheif every time in seconds of clipping but even though im in and out of solid space fast enough it still kills me when I land on the room... So I would have to do a player merge to stay alive in that one I think but the ai shouldnt have a falling damage issue so marines covenant they could all make it in there. If you wanna attempt it I got a video of bump clipping on mcc.
I found this one a little bit hard to follow. I think it's maybe because there was no geometry in the projection rooms I wasn't sure what was a projection and what was a cinematic shot of a player standing in the void. Also felt like there were a few lines of explanation missing. I vaguely remember the dead and alive glitch from an old video but maybe could have done with a reminder and a brief explanation of what a pinch is.
I think POV labels (players 1's view, etc.) would help.
@@CharlesLeak will keep that in mind if I do another edit.
The void and projection room were the same. Wasn’t easy to show but if it had the triangle or sphere then it was a projection room. If it was a player in the sky really big it was the projection of that player in that room.
Deep Stone Lulluby at the end? Nice! When are you guys gunna figure out how to do this sort of stuff in Destiny, now that'll would truly be a challenge haha.
It's a shames we don't have many ways of going out of map in Destiny 1 and 2. The skyboxes in those games are too beautiful not to explore.
That's a head scratcher
AMAZING
1:53 TRIGATE?!
Triangle
So.... player 2 is just a phantom?
yeah, using the setup shown in the video you can respawn as a phantom
If you’ve ever wanted to fulfill your dream of BEING the phantom instead of BEING ABLE TO DRIVE the phantom this video is perfect for that.
How the hell did you find this out?
Amazing
Why restart the game so many times?
Why have a grenade pile at all?
To set up memory in a specific way. When you are under the tank and you restart (can be applied to any situation where you're in a tight space) a value gets set in memory. The grenades we make offset the memory. Every single object spawned on the map affects it. By setting up memory the way we need, we can respawn as dead bodies, phantoms, elites, marines, Pelicans, etc. There's a lengthy pastebin if you wanna read it too, goes more in depth
I’ll make an effort to try and explain AUP a bit more in depth if there is another video I edit with AUP involved. It’s not as simple to explain as other stuff and giving it an entire section of the video wouldn’t have fit. I know there is an explanation being worked on (at least I’ve heard there was), but for this video it wouldn’t fit. It would need its own video to explain it.
Awesome
amazeded
Are these what we've been calling skyboxes? If not, what are the differences? If so, why are the skyboxes on Great Journey so different? I understood about 10% of that vid but it was entertaining. Also, why not show coop to get a better understanding of what is taking place?
If my understanding is correct they are different. The projection rooms magnify the explosion effects and project them on the background, while the skybox is the texture of the sky itself.
In the case of Great Journey (I suppose you're talking about Space Hole) it can be visualized as a small level inside another, with its own skybox and in theory its own projection room.
@@lyserad4449 You are talking to a novice but I think what you say makes sense. That seems to explain why there are two boxes? Is the inner box the projection room and the bigger box the skybox?
@@UnGrumpy1 In Metropolis? I'm unsure. It may be because different effects are used in each part of the level or because the first box deloads when you load the next part of the level. Both are projection rooms, the effects on the sky (explosions, clouds, lights) are inside the boxes, what I don't remember is if the static texture of the sky is also in the box or if it doesn't appear physically on the level. I'll have to investigate to be able to give you a correct answer, because I haven't seen these topics in a while haha
@@lyserad4449 Thank you for the response. SLOBSKY and I have been working our asses off tying to map out what is going on in the Space Hole, we've been flying blind the whole time. What I do know is that there are two boxes, one large cube shaped box which is what we've known as the space hole. Then there's a smaller box inside that box that is shaped like a phone booth and is taller than it is wide. The ceiling has a kill barrier on top of it and curiously has no kill barrier on the bottom side. What is odd is that there is a safe zone on the top kill barrier and it's very small and sits directly over the DaVinci egg. With a Brute Shot you can shoot the ceiling anywhere and it will explode except over that small area where the shot goes right through. Any idea why that area is even there?
So, my response was about the Space Hole, from what you were laying out to me, the inner box should be the projection room and the bigger box encompassing it is the skybox (I just now realized why it's called a skybox lol). I thought a skybox had more functions than just sky.
I don't know if you are familiar with what SLOBSKY and I are doing with the Space Hole but maybe you can take the time to look at my last vid where I landed on the egg in coop and SLOBSKY is trying in Single player as was I for a while. We are trying to find a way into the inner box in SP. In coop I got teleported inside the inner box via AUPed Spectre turret and a swordfly from the turret got me to the egg.
Guessing and supposing is allowed since I don't have a program that shows me wireframe. Let's switch the conversation over to my latest vid, these guys don't want me discussing the space hole here I don't think.
I made a few errors in text while editing and I used Skybox for some of it. I missed a few steps that still had it in. Won’t make that mistake again.
Honestly wtf