Not only was the Borealis one of the first maps they worked on, but it was also the first part of the game in the 1999 iteration of the story. It was called the Hyperborea back then, and was supposed to take you to City 17. That's why the Dark Interval mod begins there, for those who played it. Also, whoever told you that Valve redid the entire game after the leak, that's not true either. The last modification from its content was already months old when it happened. The leak never represented the current state of the game, only old scrapped content that was stored on an insanely unsecured server.
So many false rumors about that story. The story goes that the kid who hacked and distributed the game got ambushed by the FBI when he landed in Seattle for the fake valve job. I only learned yesterday that the FBI warned German police of their plan, so the germans raided the kid first. They knew if he got on that plane, he would face a much worse fate. So interesting.
oh! so they were planning after they made that game so grim and dark wished to and begun already to build up and continue to work into revamping the game? :o oh my
@@MineSlimeTV Yes. In fact, if you look at the 2001-2002 build, even though they still used the same maps, you can see the dark and grim setting is already gone, which proves the rework began before the leak. Plus, that's Valve we're talking about. Would you really believe they redid the entire game in approximately a year?
@@Chapmike They infact do redid the entire game once, they redid the first Half-Life in 1 year, that 1997 Alpha was turned into a Half-Life 1 we all know and love in just a year.
You know, the Pachinko machine may have seemed like a "funny haha" thing to make, but when you think about what a Pachinko machine does, it's actually kinda neat that they used one. I have virtually no experience in game development, but if I were to take a wild guess, I'd say it was actually there to test "randomness" in their physics engine. What I mean is - In a video game with a perfect physics engine, if you hit the same-shaped object in the same spot every time with the same tool, it's going to move the same exact way every time. But that never happens in real life, because nothing (at least that a person can do) can be done perfectly twice in a row. So my guess (again, just a guess) is that they somehow found a way to add a "random" factor into the physics engine. So if you hit a thing exactly the same way twice, it might still move _slightly_ differently each time. Which actually would add *more* realism to the game. A Pachinko machine would be the perfect way to test that it's working. If the physics engine was absolutely perfect, dropping the ball from the same place every time would just have it follow the same exact path every time, which isn't how Pachinko machines end up working in real life. Theoretically yes, it's how they _should_ work, but that's never really the case.
Yeah, that's exactly what it sounds like to me. I haven't done much with physics engines myself, but it would be worth testing if your game relies on physics.
This. "shitty 17" Comedy gold. Instead of analysing the potential and the early build logic it's just a half-baked stream. Guess Vinny didn't change much in the meantime (aka playing Cused Halo).
@@Romb1000 Orientating yourself in these maps and having the anticipation that all of them have an end point or a goal to reach can lead to this predicament even if it seems it's very linear in postmortem. It didn't even seem vinny was trying to complete the maps and that was further impacted that some of these maps are just a showcase of something or an empty unpopulated landscape While i was not holding any high reservations of this being the best sunday stream and that most of sunday chat would not enjoy it as much as vinny, it was one of those streams where it's not about how ridiculous and crazy or unfinished or badly controlled game is but mostly a little window of the history of a video game franchise in it's development. Anyone who has a steam account would know the fascination some people have with valve and their beta builds and would like to curb their curiosity to understand why that is. I'd definitely not call this a half baked stream since minutes before this was the resident evil 2 mod stream and that was enough of a counterbalance to stream this too with the simulator games which vinny and probably chat knew weren't gonna be something to lose your head over.
@@Romb1000 most schizophrenic shit i have ever read and you should have been bullied for this comment, i can only hope that in the 2 years since you posted this, you have since experienced some sort of pain or misfortune
(this is all from memory - I remember looking into it when Laidlaw left Valve - Google it to fact check) The guy who leaked HL2 was a teenager: hence why he was gullible and trusted Valve inviting him to the US and potentially getting a job. He lived with his parents in Germany, and the day that he was going to catch a flight to the US, German armed police turned up and knocked on his door in the early morning. His parents who were eating breakfast let them in and they had a chat in his room and let him get dressed, including saying about the Valve job just being a sting operation and that he was lucky to be found by the German police first: because the US police would've beaten the shit out of him. I'm less sure of this, but from what I remember, the actual "hack" was from an insecure relay or something. Once he found it, he just put a viral packet sniffer onto Valve's internal network. A week or so later, someone had connected to a build server from an infected PC, and he just connected to it through the relay and cloned whatever the last build was to his PC. Valve's IT guys noticed that their server had sent several GB out the network, and shut everything down. The leaker sent it to a few friends, who sent it to a few friends, who sent it to the entire internet. I don't think he disguised his IP at all, so the German police just traced it back and found his house lol.
I would love to see one of the HL2 devs play this and talk about some of the levels, I know that will probably never happen but it would be really interesting to hear them talk about these old maps
They've all been securely rehoused at the Gabe Newell Institute for Game Developers, on a remote, volcanic island in the Southwest pacific. Here, they and their families toil in the forced labour Steam plantations, sewing wallets and cloth sacks for Gabe to store the money he harvests from Steam sales in. Remember, Valve doesn't make games. Valve makes money.
@@ainsleyackbar2558 To be real, most of the developers who worked on half life 2 are very thined out in the development team for alyx. You might see like at most 10 people or less from hl2 to alyx. And the likelihood of them being mappers are even more slim.(you could use any other developer but i doubt they'd be the beacon of knowledge than a mapper developer).
The Half Life 2 E3-Demo footage triggered memories I didn't even know I had. I completely forgot that I saw the exact same demo footage on an old gaming show called Giga Games on German TV. Even though I have no real interest in Half Life the nostalgia definitively kicked in.
I wonder if its because half life textures have sort of become a part of our consciousness. Our subconscious then takes these textures and makes them into something believable. Only for something relatively similar to have been made years ago because someone with the same tools had a similar idea.
27:12 This feels like part of that one series of areas in half-life 1 after you first meet the military, maybe they redid it in the new engine for testing? Layout is pretty damn similar.
This is basically "The Beginners Guide" except its based on a real game. We're looking at the history of the game through the betas made by devs. What they had in mind, what they planned out and what they changed.
Except nothing is explained or told but just shown. If you were to use that other game as a comparison, at least there would be some voice in the background explaining what every map and build is about and what changed between. I'd use a different analogy that these builds and maps are just a showcase of the developers of valve at that time experimenting with things for proof of concept and presenting them to the other members of the team.
Welcome, welcome to Shitty 17. You have chosen (or been chosen) to relocate to one of our worst remaining suburban centers. I thought so much of Shitty 17 that I elected to establish my administration here In the shitadel so thoughtfully provided by our benefactors And so, whether you are here to stay or... passing through on your way to a better place, Welcome to Shitty 17. It's shitty here.
i feel like vinny missed a lot of the good maps that the mappacks have to offer. so i hope this is gonna 2 part thing. i've sent vinny an extensive list of good beta maps to check out in those mappacks so i hope it has some use.
@Ariel I hope he checks out the Air Exchange mod from the Mega Build because that stuff is really good. Beta storyline has a lot to it so in my map list i've written a lot of small bits of it to give some context to the maps themselves.
@@xinus2286 Wowie you did a great superb work for what you have done. Please rmeember that we And I appreciate and acknowledge such thign my dear Friend! ^^ I do hope it he will be able to view it! ^^ Not sure what he is going to plan in the next days but I hope he will be able to work about it to play what you offered to him! Do not loose hope friend!
Source still looks good because most of its advanced features pushed more towards artistic than realistic. More often than not, the developers chose to go with what looks good, rather than what is actually true-to-life. Id Tech 4 went with the more realistic approach, and as a result it did not have the versatility (or popularity) of Source.
30:14 was actually fucking genius and it’s really a shame that it didn’t make the Final Cut. I love how as you approached the door the walls started to move as well, fucking amazing.
according to a Marc Laidlaw interview it was never meant to actually be in the game in any official capacity, and was moreso just there to test what kind of surreal stuff you could pull off in the Source Engine. That unfortunately means it never made the final cut because it was never meant to be actually used in the first place. I'm glad they used a lot of surrealist techniques for the Gmod scenes at least
1:04:20 1) The stain glass texture and shader is practically final. You even see it in the Lost Coast demo around 2005. Go fire it up and see for yourself. 2) The majority of that map can still be accessed without the beta. Go to CS:S or HL2 and press "Stress Test" or "Benchmark" or whatever it's called. It's pretty much that, except it doesn't let you walk around.
They are also in regular half life 2 but only put there by a mapper. Also, not very modelled or good looking when you inspect them. Just they are known as Tripmines than SLAM in the map comments.
I would love to be able to play beta versions of some of my favorite games. Mario 64, Sunshine, Luigi’s Mansion, Resident Evil 4, Shadow of the Colossus. I think companies underestimate how interested the public is in that kinda stuff.
It is but in this cae these were massive works that were leaked and was then became unusued and broken for Valve wished to keep a sense of suprise and so they remade the entirety of the game for this purpose
But you are right it is something of great usage but its not that they underestimate it is that they would not know what to do with it perhaps with even some people that left or even more certain lost and are now confidential files its not that they would not love to as it would be an intriguing niche idea to have people to do and play and or even view. Infact it would be superbly phenomenal infact for admiring this sort of free small short demos and builds to view how directly they were going to work out and be capable of forming such ways as the hows and why all of this worked and such I do wish the same friend for this to happen one day! ^w^
The recent Lion King / Aladdin game collection actually included an early demo version of Aladdin. This is something that they definitely didn’t have to do, but it’s awesome that they did.
30:07 Trans6 is probably one of the most unnerving ambient noises i've ever heard, and the fact that it's embedded within a lost release of this game really sells it.
Seeing all of this fixed up was a treat, looking forward to part 2 since we got a peek at the cool stuff imo Like the freaky mannequin guys, I always forget they're a thing but man they are something. We've yet to see my favorite HL2 beta thing, but we did get a glimpse of it at the end. Following the general dark tone, there was a cut neutral NPC, the Cremator (His head is in a jar in the released HL2) and a fact about it stuck with me ever since I went down the rabbit hole: *They're built by children in assembly lines*
Tbf what we know as the Source Engine wouldn't really be in any working state until mid-2002/early 2003, so anything dating between 1999 and 2001 are just GoldSrc builds with added components and improvements like the physics engine.
Even if you’ve never played HL2 (like me) how can you not be interested in seeing the development progression of one the most important games ever made?
Oh man the glass and water effects from E3 2003 are so nostalgic, back in 2007 in a family friend's internet café I ran the CS:S video test so many times. It's so cool they used the "Look at the fancy effects we have for Source" stage for it
I love the way half life 2 was originally envisioned. Granted, I absolutely love the final game, as everyone does, but I would love to see a finished version of the original game.
Seeing all this early beta stuff for Half-life 2 is really interesting. I remember watching a series of videos, just of recorded gameplay, of early builds of S.T.A.L.K.E.R.: Shadow of Chernobyl from really early on when it was a sci-fi FPS, maps with drivable vehicles, helicopters and other bits and pieces until they finalized on the zone as the setting.
i dont understand, there were complaints about the game being unfinished but arent these maps leaked?? doesnt that mean you should go into the leak maps EXPECTING an unfinished mess?
The problem came from Valve saying for months at that point that the game would be ready to release around October of 2003. And, by looking at the leaked files from that time, you can see that was nowhere close to true.
People looking at these and seeing leaked hl2 probably didn't assume that it would include things that were no longer planned to be in the game, or years and years old versions of what was.
@@Gmadador yea but the leak was from an old server that was not protected very well, so the maps and info are months before the leak. Who knows what progress they were making.
14:00 Vinny, he's not right. Valve began to redo the story way before HL2 beta was leaked. It's a known misconception, unfortunately, that Valve began to redo the game after the leak
At 8:53, that synth bug is in the full released HL2. When you are going up to see Breen, you pass over a bridge with them walking on it. They were meant to shoot rockets out their rear area, and I think had a gun at the front. You can find versions people re coded or have re done for Garry's Mod.
It is interesting to see some of the beta ideas they had for Half-Life 2. If ya want to see what it would be like if some of this beta stuff was fleshed out more Vinny. Here two things to check out: 1.) Raise the Bare: Redux - www.moddb.com/mods/half-life-2-raising-the-bar-redux From what I tell this is a fan mod where they take certain ideas, art, concepts from HL2 beta & sort of mesh them together to make a Half-Life experience that gives some insight into the betas story while also fleshing out some stuff. It's hard to describe but it looks very interesting. Check it out when you have the time 2.) Half-Life 2 BETA: Dark Interval - www.moddb.com/mods/dark-interval ruclips.net/video/bIkX-R7LOIE/видео.html If you want something that's out & playable, check this out. This I think has the same intention as RTBR but by a different team. The map isn't too long, I think you could get an hour or two at most. But it's really well done! The detail they pulled off is incredible & I wouldn't mind if you streamed it at some point. But that's up to you. Even if you don't stream it, it's still worth checking out. I heard they're working on part 2 so keep an eye out if this interests you.
I vividly remember reviewing the code for the leaked Half Life 2 beta with my entry level C knowledge. Much of what remained was pretty much carried over from Half-Life with some changes for shaders, IK, and physics. I don't want to be "that guy" who dogs companies for using old shit; if it works it works. But part of my reticence over the directions Source went in is driven by Valve's desire to do the gaming equivalent of slapping sheet metal on a rusted trawler. Looking at the architecture I get the sense that Valve (much like with The Beginner's Guide) the use of blocky modeling from the Quake CSG implementation informed the design of the buildings, to be more "Soviet" and definitely cut from a brutalist cloth.
I remember when videogame beta versions used to excite and fascinate me. Just all the possibilities that were abandoned or worked into something else in the finished product. Nowadays the developers just dump the beta or sometimes even alpha version of their games on Steam and charge for players to test for them. Fun.
I remember seeing the demos a year or so before release, the physics on display was unbelievable for the time. It really was something never seen before, I guess kind of magical.
i wish more games had their beta's/alpha's leaked, its always really cool to see and imagine what the developers wanted to do with those games and how they tested them
For me the Beta storyline always looked and sounded more interesting then what we got, as it kept more in line with the themes and style of Half Life 1
Man, thinking "this map has "zoo" in it's name, gotta be cool!" and being creeped out by cyclers changing animations is pretty much my first experience of the Leak back in 2004, only needs missing eye shaders. Boring trivia correction - there's only one HL2 leak build, that has files from all over the development, and a separate archive of map sources from 2001-2003 (and the source code, but that's another tale). So Megabuild is a set of, basically, mods that launch sets of maps with era-correct textures and models (original or recreated), but engine is same.
The Immolator weapon is a weapon that burns corpses, Valve were unsure how to implement it at first, they first did a laser emitter weapon that when in contact with enemies will make them caught fire, the other implementation was vaporizing the corpses like the ar2 energy ball. So it's not a super weapon no. However, in the hl2 engine if you got npcs on fire their ai would get much worse except the zombies who still would try to attack you, and burn damage instantly kills antlions in contact. They thought to use this npc in situations where there would be too many ragdolls and can tie in a good plot element of what happens to the corpses of the dead humans or aliens, so they were way ahead in their train of thought until they copped off and made the ragdolls disappear after a ragdoll count is reached. I believe in the old hl2 builds, you can pile up as many ragdolls as you wanted that could affect the game stability. So this is gonna be a lengthy paragraph, if you don't want to waste your time, i suggest you ignore it Half life 2's smaller aresenal is a divisive topic that is a strife between hl1 and hl2 fans. Both systems of combat as usual have their pros and cons and while I don't want to pick one extreme I find there can be an even ground but unfortunately i hold bias towards hl2's one. So lets begin with one hypothetical, If you try to statistically extrapolate the use scenario in hl1 after you acquire all the weapons, the Gluon cannon being the last which you get after getting through 75% of the game you'll notice the earlier weapons like the pistol, magnum, mp5 start going into a steep decline because you have such diverse arsenal and better weapons for long range and close range. You only fall back on these weapons because the ammo for the better ones is rare to come by. If you like options in your arsenal great, but for a game designer perspective it ends in the conclusion that they designed weapons that stop being used in 25% of the game. You can throw a counterpoint and say that that the better weapons are missing from the first 25% of the game as well but instead of having the weapon tiers of being ranked from bad to good how come you just make every weapon viable for the whole game? That way, the developer who made the weapons, models, interactions have saved unneeded work to do something else than to design some progression system of acquiring the better gun. Opposing force takes this to another next level of abundance where you just hardly use your desert eagle after just 50% of the game. Half life 1 also has way too many explosive weapons that do work differently and have different niches they occupy yes but they are still explosive weapons that occupy a slot of your arsenal and they aren't exactly very plentiful through the game to restock, so by the end you'll just expand most of your explosive weapons to Gonarch and Nihilanth. You could have instead use these 3 explosive weapons on the same slot and just alter if you wanted a tripmine, remote controlled mine or a regular grenade. And on top of the regular grenade you have a grenade launcher on your assault gun, talk about overkill on explosive weapons. Now lets take a look at half life 2, the pistol not only has a use in the late game but because some situations require conserving your ammo(puzzles, long range combat) you can snipe the weaker metrocops after you get all the weapons from the anticitizen chapter which is also 25%. And valve does a good job in reintroducing the metrocops from a gameplay element as well because their lower healthpool makes them susceptible to using the pistol. You have 3 types of explosive weapons and an instakill weapon with very limited ammo and opportunities to use. But you also have enemies that are only damaged by explosions than conventional damage(striders, apcs, gunships, dropships, rollermines, snipers, helicopters...) whereas in hl1 you have just the helicopter, sniper and tank. By withdrawing the availability of different explosive weapon types, these enemies pose a bigger threat and the only safety you feel if you are near an RPG ammo box, otherwise you are never gonna have enough ammo to take care of these enemies on the first encounter. You might say the ar2 replaces the pistol, but i'd say that is only true for the npcs who use the ar2 as the ar2 still requires recoil management to properly get rid of an enemy from long range, however most players i've seen use the ar2 in medium to close range because of the ease of use on the energy ball. Gravity gun also has very diverse use case scenarios even though the majority is medium range attacks if you are surrounded by physics objects. Tl;dr. Smaller arsenal is what made hl2 combat more interesting with accent on player positioning and using cover more while the bigger arsenal in hl1 made it fun to take out enemies using different weapons and ways but mostly explosive weapons as those form the biggest bulk of the arsenal. Having multiple weapons that fulfill the role of long range and close range is what made the earlier weapons not used as much and only just a secondary role at best when the ammo for the better ones ran out.
19:53 This looks to be the building where you fight the gunship in Episode 1. They must've had the idea from the start, but didn't know how to implement it in the base game.
Yo can we talk about how the boxes aboard the early Borealis read 'Arbeit Laboratories'? It's crazy to think about how Valve had the idea for a ship built by another science company way early on and eventually that other company wound up being the setting for a whole other game series in the same universe
1:33:32 "my intention was to check out some maps to see what various builds of Half Life looked like... but now I am just playing with a gelatinous corpse" - Vinny, 2019
There's something I love about that bleak red sky hellscape.. In Hl2 I find that the sense of and emptyness and lonelyness are there but you also have hope, like when you come across NLO or Lighthouse Point. But with this, there is no beating the combine as earth is ruined beyond repair. I hope someone makes a full coherent Hl2 beta one day.
"Nevermind, I just found an earlier build" - Vinny after going through his 500 petabyte drive and finding a build from 1532
3 glebobytes
69 yottabytes.
That’s actually a real thing
1 meatobyte
69 Johnsonbytes
5 pizzabites
The Borealis; first thing they made in Half-Life and the last thing we saw of Half-Life.
first in Half-Life 2 Half-Life 1 exists
Aurora Borealis
@@nicolausteslaus “Aurora borealis!? At this time of year, at this time of day, in this part of the country, localized entirely within your kitchen!?”
@@toyfreddygaming1983Yes..
...may i see it?@@Kleinnman
1:31:15
imagine if they were showing off HL2 at E3 and the dude playing just starts doing this shit
vissova
It would be the best E3 presentation
I'd give him the valve
LoL
Gmod E3
"simulated ragdoll physics"
Not only was the Borealis one of the first maps they worked on, but it was also the first part of the game in the 1999 iteration of the story. It was called the Hyperborea back then, and was supposed to take you to City 17. That's why the Dark Interval mod begins there, for those who played it. Also, whoever told you that Valve redid the entire game after the leak, that's not true either. The last modification from its content was already months old when it happened. The leak never represented the current state of the game, only old scrapped content that was stored on an insanely unsecured server.
So many false rumors about that story. The story goes that the kid who hacked and distributed the game got ambushed by the FBI when he landed in Seattle for the fake valve job. I only learned yesterday that the FBI warned German police of their plan, so the germans raided the kid first. They knew if he got on that plane, he would face a much worse fate. So interesting.
oh! so they were planning after they made that game so grim and dark wished to and begun already to build up and continue to work into revamping the game? :o oh my
@@MineSlimeTV Yes. In fact, if you look at the 2001-2002 build, even though they still used the same maps, you can see the dark and grim setting is already gone, which proves the rework began before the leak. Plus, that's Valve we're talking about. Would you really believe they redid the entire game in approximately a year?
@@Chapmike They infact do redid the entire game once, they redid the first Half-Life in 1 year, that 1997 Alpha was turned into a Half-Life 1 we all know and love in just a year.
@@Maxine07 Not 100% rework though, you can actually recognize quite some maps with different geometry and textures.
You know, the Pachinko machine may have seemed like a "funny haha" thing to make, but when you think about what a Pachinko machine does, it's actually kinda neat that they used one. I have virtually no experience in game development, but if I were to take a wild guess, I'd say it was actually there to test "randomness" in their physics engine.
What I mean is - In a video game with a perfect physics engine, if you hit the same-shaped object in the same spot every time with the same tool, it's going to move the same exact way every time. But that never happens in real life, because nothing (at least that a person can do) can be done perfectly twice in a row. So my guess (again, just a guess) is that they somehow found a way to add a "random" factor into the physics engine. So if you hit a thing exactly the same way twice, it might still move _slightly_ differently each time. Which actually would add *more* realism to the game.
A Pachinko machine would be the perfect way to test that it's working. If the physics engine was absolutely perfect, dropping the ball from the same place every time would just have it follow the same exact path every time, which isn't how Pachinko machines end up working in real life. Theoretically yes, it's how they _should_ work, but that's never really the case.
I believe Havok is intentionally chaotic so that might make sense.
@@Quaternality That explains a lot about how fun it is to work with havok.
Yeah, that's exactly what it sounds like to me. I haven't done much with physics engines myself, but it would be worth testing if your game relies on physics.
>tech demo with a single path
>Vin: Not sure where to go...
This.
"shitty 17"
Comedy gold. Instead of analysing the potential and the early build logic it's just a half-baked stream.
Guess Vinny didn't change much in the meantime (aka playing Cused Halo).
@@Romb1000 Orientating yourself in these maps and having the anticipation that all of them have an end point or a goal to reach can lead to this predicament even if it seems it's very linear in postmortem. It didn't even seem vinny was trying to complete the maps and that was further impacted that some of these maps are just a showcase of something or an empty unpopulated landscape
While i was not holding any high reservations of this being the best sunday stream and that most of sunday chat would not enjoy it as much as vinny, it was one of those streams where it's not about how ridiculous and crazy or unfinished or badly controlled game is but mostly a little window of the history of a video game franchise in it's development. Anyone who has a steam account would know the fascination some people have with valve and their beta builds and would like to curb their curiosity to understand why that is.
I'd definitely not call this a half baked stream since minutes before this was the resident evil 2 mod stream and that was enough of a counterbalance to stream this too with the simulator games which vinny and probably chat knew weren't gonna be something to lose your head over.
somehow ends up going backwards and missing the end scripted sequence without noticing he went backwards
@@Romb1000 most schizophrenic shit i have ever read and you should have been bullied for this comment, i can only hope that in the 2 years since you posted this, you have since experienced some sort of pain or misfortune
(this is all from memory - I remember looking into it when Laidlaw left Valve - Google it to fact check)
The guy who leaked HL2 was a teenager: hence why he was gullible and trusted Valve inviting him to the US and potentially getting a job.
He lived with his parents in Germany, and the day that he was going to catch a flight to the US, German armed police turned up and knocked on his door in the early morning. His parents who were eating breakfast let them in and they had a chat in his room and let him get dressed, including saying about the Valve job just being a sting operation and that he was lucky to be found by the German police first: because the US police would've beaten the shit out of him.
I'm less sure of this, but from what I remember, the actual "hack" was from an insecure relay or something. Once he found it, he just put a viral packet sniffer onto Valve's internal network.
A week or so later, someone had connected to a build server from an infected PC, and he just connected to it through the relay and cloned whatever the last build was to his PC.
Valve's IT guys noticed that their server had sent several GB out the network, and shut everything down.
The leaker sent it to a few friends, who sent it to a few friends, who sent it to the entire internet.
I don't think he disguised his IP at all, so the German police just traced it back and found his house lol.
jesus christ! Poor kid!!
Wow
Foolish and scummy of him to do this but not deserving of the punishment.
@@InkyGhoul iirc he was sentenced for related cyber crimes but not his Valve shenanigans.
scummy is the ruse to arrest him
I would love to see one of the HL2 devs play this and talk about some of the levels, I know that will probably never happen but it would be really interesting to hear them talk about these old maps
I'm sure they have a DOJ style contract where them and their entire family has a little accident if they speak about it
They've all been securely rehoused at the Gabe Newell Institute for Game Developers, on a remote, volcanic island in the Southwest pacific.
Here, they and their families toil in the forced labour Steam plantations, sewing wallets and cloth sacks for Gabe to store the money he harvests from Steam sales in.
Remember, Valve doesn't make games. Valve makes money.
*Half-Life: Alyx gets announced*
I don't know, maybe?
@@ainsleyackbar2558 To be real, most of the developers who worked on half life 2 are very thined out in the development team for alyx. You might see like at most 10 people or less from hl2 to alyx.
And the likelihood of them being mappers are even more slim.(you could use any other developer but i doubt they'd be the beacon of knowledge than a mapper developer).
@@zonetropper wasn't there a video like a year ago of hl2 devs reacting to a speedrun
To this day I still find it amusing how dissimilar HL2’s setting and story is in comparison to HL1.
Everyone else: Bio-Organic
Binyot: Meat Technology
Betyots: Synths
Crab synth
Meatech
Biological-organic? yeah no
Meatchanics
26:40
That is a remake of a Half-Life singleplayer map, I think that part is directly after the scene where the soldier starts shooting a scientist.
Yeah its from we got hostiles
I have downloaded some beta maps on Gmod and that was the first thing i've noticed
Yeah it was made to test AI pathfinding in the early version of Source they were using at the time
The Half Life 2 E3-Demo footage triggered memories I didn't even know I had. I completely forgot that I saw the exact same demo footage on an old gaming show called Giga Games on German TV. Even though I have no real interest in Half Life the nostalgia definitively kicked in.
idk if you did in these years or before this comment but you should try at least HL2, for being an old game it gets the immersion stuff really well
I'm going to be honest, I once had a dream for two of these maps and I never even saw them, it was quite surreal to see them
They weren't exactly like the maps I dreamed but are pretty damn close
I've had the same type of dream and I can agree that it is the fucking weirdest thing
Same here
kinda like "the backrooms"
I wonder if its because half life textures have sort of become a part of our consciousness. Our subconscious then takes these textures and makes them into something believable. Only for something relatively similar to have been made years ago because someone with the same tools had a similar idea.
27:12 This feels like part of that one series of areas in half-life 1 after you first meet the military, maybe they redid it in the new engine for testing? Layout is pretty damn similar.
also the map is called c1a3a_port.bsp, you can see that on the right top corner
@@levi_brando Ah, sorry i'm an idiot and didn't notice it, that's intresting how they decided to port a half-lfie 1 map for testing.
40:44 this scared the shit outta me when I was checking out the beta maps by myself in the dark.
This is basically "The Beginners Guide" except its based on a real game. We're looking at the history of the game through the betas made by devs. What they had in mind, what they planned out and what they changed.
Well, and without the weird meta twist where the creator pulled some really shitty moves.
At least, as far as we know.
Except nothing is explained or told but just shown. If you were to use that other game as a comparison, at least there would be some voice in the background explaining what every map and build is about and what changed between. I'd use a different analogy that these builds and maps are just a showcase of the developers of valve at that time experimenting with things for proof of concept and presenting them to the other members of the team.
Welcome, welcome to Shitty 17.
You have chosen (or been chosen) to relocate to one of our worst remaining suburban centers.
I thought so much of Shitty 17 that I elected to establish
my administration
here
In the shitadel so thoughtfully provided by
our benefactors
And so, whether you are here to stay or...
passing through on your way to a better place,
Welcome
to Shitty 17.
It's shitty
here.
i feel like vinny missed a lot of the good maps that the mappacks have to offer. so i hope this is gonna 2 part thing.
i've sent vinny an extensive list of good beta maps to check out in those mappacks so i hope it has some use.
@Ariel I hope he checks out the Air Exchange mod from the Mega Build because that stuff is really good.
Beta storyline has a lot to it so in my map list i've written a lot of small bits of it to give some context to the maps themselves.
@@xinus2286 Wowie you did a great superb work for what you have done.
Please rmeember that we And I appreciate and acknowledge such thign my dear Friend! ^^
I do hope it he will be able to view it! ^^
Not sure what he is going to plan in the next days but I hope he will be able to work about it to play what you offered to him!
Do not loose hope friend!
hey xinus where can i find these beta maps Unseen64.net ?
@Ariel thanks, looking forward to doing nothing else for a long while
Did ya include Ickypop?
It may not be the greatest in physics now, but the Source engine is STILL impressive in facial animation
It's honestly still a really good engine tbh. It may be old but it still holds up a lot better than some from even just a few years ago
I wouldn't agree with that (no PBR or CUDA) but Valve makes do with what it has.
Tbh source lighting also feels top-notch in atmosphere sometimes
Source still looks good because most of its advanced features pushed more towards artistic than realistic. More often than not, the developers chose to go with what looks good, rather than what is actually true-to-life.
Id Tech 4 went with the more realistic approach, and as a result it did not have the versatility (or popularity) of Source.
@@alfo2804 thats like literally backwards
30:14 was actually fucking genius and it’s really a shame that it didn’t make the Final Cut. I love how as you approached the door the walls started to move as well, fucking amazing.
Should be used to reintroduce shepherd
according to a Marc Laidlaw interview it was never meant to actually be in the game in any official capacity, and was moreso just there to test what kind of surreal stuff you could pull off in the Source Engine. That unfortunately means it never made the final cut because it was never meant to be actually used in the first place. I'm glad they used a lot of surrealist techniques for the Gmod scenes at least
This takes me back to when i was 13 and was obsessed with the hl2 beta
This takes me back to when i was 13 and was obsessed with the hl2 beta
@@tommy2791 me too
Kde plasma pfp?
This video makes me feel ancient. It’s been nearly 20 years since HL2’s release. T W E N T Y
16
MaxVidyStudios it came out in 2004, actually 15 years bucko
1:04:20
1) The stain glass texture and shader is practically final. You even see it in the Lost Coast demo around 2005. Go fire it up and see for yourself.
2) The majority of that map can still be accessed without the beta. Go to CS:S or HL2 and press "Stress Test" or "Benchmark" or whatever it's called. It's pretty much that, except it doesn't let you walk around.
*sees Crabsynth*
"This is like meat-technology" Are you gonna feed it the gerkin too Vin?
BooMan I’ll feed you my gherkin ;))))
@@supermachine2275 yES BLEASE
You look at the maclanky and think about how delicious it would be.
@@cac_deadlyrang how delicious it would be*
Seeing no mention of Marc Laidlaw's ickypop makes me sad
It's the defining beta map after all!
Nice profile picture.
@@Boooo horrible profile picture
1:40:48 Vinny kills a child on stream
The thumbnail is like 3/4 loss
Oh goddamit really?! D;
the thumbnail is so great
S.L.A.M.S. are actually in HL2 just only in Deathmatch And Vanilla GMOD
They are also in regular half life 2 but only put there by a mapper. Also, not very modelled or good looking when you inspect them. Just they are known as Tripmines than SLAM in the map comments.
I would love to be able to play beta versions of some of my favorite games. Mario 64, Sunshine, Luigi’s Mansion, Resident Evil 4, Shadow of the Colossus. I think companies underestimate how interested the public is in that kinda stuff.
It is but in this cae these were massive works that were leaked and was then became unusued and broken for Valve wished to keep a sense of suprise and so they remade the entirety of the game for this purpose
I think once a full game is released, optional beta versions should be freely distributed.
But you are right it is something of great usage but its not that they underestimate it is that they would not know what to do with it perhaps with even some people that left or even more certain lost and are now confidential files its not that they would not love to as it would be an intriguing niche idea to have people to do and play and or even view.
Infact it would be superbly phenomenal infact for admiring this sort of free small short demos and builds to view how directly they were going to work out and be capable of forming such ways as the hows and why all of this worked and such
I do wish the same friend for this to happen one day! ^w^
The recent Lion King / Aladdin game collection actually included an early demo version of Aladdin. This is something that they definitely didn’t have to do, but it’s awesome that they did.
@@iownu92 oh?..what..Lion King Game collection are you refering however?..But I was unaware of this Thank you for answering friend ^^
30:07
Trans6 is probably one of the most unnerving ambient noises i've ever heard, and the fact that it's embedded within a lost release of this game really sells it.
Transgender wav file
Seeing all of this fixed up was a treat, looking forward to part 2 since we got a peek at the cool stuff imo
Like the freaky mannequin guys, I always forget they're a thing but man they are something.
We've yet to see my favorite HL2 beta thing, but we did get a glimpse of it at the end.
Following the general dark tone, there was a cut neutral NPC, the Cremator (His head is in a jar in the released HL2)
and a fact about it stuck with me ever since I went down the rabbit hole: *They're built by children in assembly lines*
Unfinished HL2 is one of the better things ever played on Sunday stream.
Tbf what we know as the Source Engine wouldn't really be in any working state until mid-2002/early 2003, so anything dating between 1999 and 2001 are just GoldSrc builds with added components and improvements like the physics engine.
At 42:00 the animation being used is called "Sexyidle" dont ask me how i know
I want to see how the game could’ve been... the dark and scary and everything toxic
im in your part of the audience who loves half life and beta content, thank you Vinny, very cool
It's always interesting to see these old prototypes and betas.
Even if you’ve never played HL2 (like me) how can you not be interested in seeing the development progression of one the most important games ever made?
Play it.
It's not just an important game (like Doom), it's an important game that still holds up to this day (more like Super Metroid)
@@cachemist4149 doom still holds up
@Sleeping God I don't know what I was thinking a year ago lol
1:05:54
Now this, is what you'd call a "cutscene".
But for me - it's just some modded map like Crack Life, etc.
kleiner: *gets shot*
"oh fie"
1:06:55 that water glitch actually happened quite a bit in the initial release too
1:43:47 Everybody gangsta, until [REDACTED] starts driving....
ruan silva juice wrld
I can't believe my boy Vinny KILLED g-man like it's nothing.
This is by far once of my favorite streams Vinny has done. I know he probably thinks he does enough Valve content but for me it's never enough lol
Oh man the glass and water effects from E3 2003 are so nostalgic, back in 2007 in a family friend's internet café I ran the CS:S video test so many times. It's so cool they used the "Look at the fancy effects we have for Source" stage for it
AAAAA! He keeps scrolling past the bouncy grenade, which is the coolest weapon of them all!
I love the way half life 2 was originally envisioned. Granted, I absolutely love the final game, as everyone does, but I would love to see a finished version of the original game.
Seeing all this early beta stuff for Half-life 2 is really interesting.
I remember watching a series of videos, just of recorded gameplay, of early builds of S.T.A.L.K.E.R.: Shadow of Chernobyl from really early on when it was a sci-fi FPS, maps with drivable vehicles, helicopters and other bits and pieces until they finalized on the zone as the setting.
47:07 That's not a bad impression at all!
i dont understand, there were complaints about the game being unfinished but arent these maps leaked?? doesnt that mean you should go into the leak maps EXPECTING an unfinished mess?
The problem came from Valve saying for months at that point that the game would be ready to release around October of 2003. And, by looking at the leaked files from that time, you can see that was nowhere close to true.
@@Gmadador ok i see the problem now lol
HyperDust it's all in nostalgia honestly
People looking at these and seeing leaked hl2 probably didn't assume that it would include things that were no longer planned to be in the game, or years and years old versions of what was.
@@Gmadador yea but the leak was from an old server that was not protected very well, so the maps and info are months before the leak. Who knows what progress they were making.
Oh nice! The betas are so interesting
I remember going to the coast map, welding barrels together, then covering the base with the stickybombs and detonating them to make a rocket.
14:00
Vinny, he's not right. Valve began to redo the story way before HL2 beta was leaked. It's a known misconception, unfortunately, that Valve began to redo the game after the leak
At 8:53, that synth bug is in the full released HL2. When you are going up to see Breen, you pass over a bridge with them walking on it. They were meant to shoot rockets out their rear area, and I think had a gun at the front. You can find versions people re coded or have re done for Garry's Mod.
12:02 *"Do not kill, i'm busy"*
26:38 it looks like a half life 1 level just ported with new textures
It is interesting to see some of the beta ideas they had for Half-Life 2. If ya want to see what it would be like if some of this beta stuff was fleshed out more Vinny. Here two things to check out:
1.) Raise the Bare: Redux - www.moddb.com/mods/half-life-2-raising-the-bar-redux
From what I tell this is a fan mod where they take certain ideas, art, concepts from HL2 beta & sort of mesh them together to make a Half-Life experience that gives some insight into the betas story while also fleshing out some stuff. It's hard to describe but it looks very interesting. Check it out when you have the time
2.) Half-Life 2 BETA: Dark Interval - www.moddb.com/mods/dark-interval ruclips.net/video/bIkX-R7LOIE/видео.html
If you want something that's out & playable, check this out. This I think has the same intention as RTBR but by a different team. The map isn't too long, I think you could get an hour or two at most. But it's really well done! The detail they pulled off is incredible & I wouldn't mind if you streamed it at some point. But that's up to you. Even if you don't stream it, it's still worth checking out. I heard they're working on part 2 so keep an eye out if this interests you.
Great video Vinny, hope you make another one like this
I vividly remember reviewing the code for the leaked Half Life 2 beta with my entry level C knowledge. Much of what remained was pretty much carried over from Half-Life with some changes for shaders, IK, and physics. I don't want to be "that guy" who dogs companies for using old shit; if it works it works. But part of my reticence over the directions Source went in is driven by Valve's desire to do the gaming equivalent of slapping sheet metal on a rusted trawler.
Looking at the architecture I get the sense that Valve (much like with The Beginner's Guide) the use of blocky modeling from the Quake CSG implementation informed the design of the buildings, to be more "Soviet" and definitely cut from a brutalist cloth.
Eastern European you mean.
I'm not gonna dog but imma dog
@@vanguard6498 blessed
You did
Ok boomer
50:30 Getting some major Codename Gordon vibes - starting out on a pier like this and everything
I remember when videogame beta versions used to excite and fascinate me. Just all the possibilities that were abandoned or worked into something else in the finished product.
Nowadays the developers just dump the beta or sometimes even alpha version of their games on Steam and charge for players to test for them. Fun.
Vinny just helped me name my next new album. Thanks, bro!
I remember seeing the demos a year or so before release, the physics on display was unbelievable for the time. It really was something never seen before, I guess kind of magical.
43:42 "align me, that could be an album." VINNY...
why does beta alyx look like 90's thom yorke
Vinny: *Uses noclip to go to an unfinished place on the map*
Vinny 3 seconds later: i DoN't ThInK i'M sUpPoSEd To Be HeRe...
i wish more games had their beta's/alpha's leaked, its always really cool to see and imagine what the developers wanted to do with those games and how they tested them
1:06:04 That caught me off guard
1:08:33 I expected it to cut to the Skyrim opening here
>"soviet vibes"
>people walking around in the streets with red armbands
I dunno about that chief, a bit too far to the east methinks
Soviets had them too, though.
The Soviets had those too.....
He probably just meant "brutalist" architecture
29:19 as soon as I saw that I immediately knew what map this was going to be.
no one:
vinny: *this is the earliest map*
But I found an even e a r l i e r one.
vinesauce you need to play kleiner’s lab 2002 when you get the chance, if you do a part two
@@vinesauce What about l a t e r one
@@vinesauce crap i found another e a r l y one.
For me the Beta storyline always looked and sounded more interesting then what we got, as it kept more in line with the themes and style of Half Life 1
Vineblinded into the Ravenholm demo and didn't even notice at first.
vinny is schizophrenic: there is no twitch chat those are just the voices in his head
Why did they change the shotgun sound. The shotgun in the beta sounds a lot more powerful than the one we got in the full game.
Honeslty I liked this concept of Half-Life much more than the final one.
Hearing vinny talk about how it's weird half life 2 isn't on the switch is so funny post steam deck
What about the Portal Collection?
The RP voice is too hilarious
Man, thinking "this map has "zoo" in it's name, gotta be cool!" and being creeped out by cyclers changing animations is pretty much my first experience of the Leak back in 2004, only needs missing eye shaders.
Boring trivia correction - there's only one HL2 leak build, that has files from all over the development, and a separate archive of map sources from 2001-2003 (and the source code, but that's another tale).
So Megabuild is a set of, basically, mods that launch sets of maps with era-correct textures and models (original or recreated), but engine is same.
12:50 anyone else recognize that sound as being used in Portal later?
Vulpez Vulpez well it was used in the retail hl2 for the ar2 alt fire
It's pretty awesome to see all the test maps, them prototyping ideas and such.
The Immolator weapon is a weapon that burns corpses, Valve were unsure how to implement it at first, they first did a laser emitter weapon that when in contact with enemies will make them caught fire, the other implementation was vaporizing the corpses like the ar2 energy ball. So it's not a super weapon no. However, in the hl2 engine if you got npcs on fire their ai would get much worse except the zombies who still would try to attack you, and burn damage instantly kills antlions in contact. They thought to use this npc in situations where there would be too many ragdolls and can tie in a good plot element of what happens to the corpses of the dead humans or aliens, so they were way ahead in their train of thought until they copped off and made the ragdolls disappear after a ragdoll count is reached.
I believe in the old hl2 builds, you can pile up as many ragdolls as you wanted that could affect the game stability.
So this is gonna be a lengthy paragraph, if you don't want to waste your time, i suggest you ignore it
Half life 2's smaller aresenal is a divisive topic that is a strife between hl1 and hl2 fans. Both systems of combat as usual have their pros and cons and while I don't want to pick one extreme I find there can be an even ground but unfortunately i hold bias towards hl2's one.
So lets begin with one hypothetical, If you try to statistically extrapolate the use scenario in hl1 after you acquire all the weapons, the Gluon cannon being the last which you get after getting through 75% of the game you'll notice the earlier weapons like the pistol, magnum, mp5 start going into a steep decline because you have such diverse arsenal and better weapons for long range and close range. You only fall back on these weapons because the ammo for the better ones is rare to come by. If you like options in your arsenal great, but for a game designer perspective it ends in the conclusion that they designed weapons that stop being used in 25% of the game. You can throw a counterpoint and say that that the better weapons are missing from the first 25% of the game as well but instead of having the weapon tiers of being ranked from bad to good how come you just make every weapon viable for the whole game? That way, the developer who made the weapons, models, interactions have saved unneeded work to do something else than to design some progression system of acquiring the better gun. Opposing force takes this to another next level of abundance where you just hardly use your desert eagle after just 50% of the game. Half life 1 also has way too many explosive weapons that do work differently and have different niches they occupy yes but they are still explosive weapons that occupy a slot of your arsenal and they aren't exactly very plentiful through the game to restock, so by the end you'll just expand most of your explosive weapons to Gonarch and Nihilanth. You could have instead use these 3 explosive weapons on the same slot and just alter if you wanted a tripmine, remote controlled mine or a regular grenade. And on top of the regular grenade you have a grenade launcher on your assault gun, talk about overkill on explosive weapons.
Now lets take a look at half life 2, the pistol not only has a use in the late game but because some situations require conserving your ammo(puzzles, long range combat) you can snipe the weaker metrocops after you get all the weapons from the anticitizen chapter which is also 25%. And valve does a good job in reintroducing the metrocops from a gameplay element as well because their lower healthpool makes them susceptible to using the pistol. You have 3 types of explosive weapons and an instakill weapon with very limited ammo and opportunities to use. But you also have enemies that are only damaged by explosions than conventional damage(striders, apcs, gunships, dropships, rollermines, snipers, helicopters...) whereas in hl1 you have just the helicopter, sniper and tank. By withdrawing the availability of different explosive weapon types, these enemies pose a bigger threat and the only safety you feel if you are near an RPG ammo box, otherwise you are never gonna have enough ammo to take care of these enemies on the first encounter. You might say the ar2 replaces the pistol, but i'd say that is only true for the npcs who use the ar2 as the ar2 still requires recoil management to properly get rid of an enemy from long range, however most players i've seen use the ar2 in medium to close range because of the ease of use on the energy ball. Gravity gun also has very diverse use case scenarios even though the majority is medium range attacks if you are surrounded by physics objects.
Tl;dr. Smaller arsenal is what made hl2 combat more interesting with accent on player positioning and using cover more while the bigger arsenal in hl1 made it fun to take out enemies using different weapons and ways but mostly explosive weapons as those form the biggest bulk of the arsenal. Having multiple weapons that fulfill the role of long range and close range is what made the earlier weapons not used as much and only just a secondary role at best when the ammo for the better ones ran out.
him just ignoring the manhacks gives me hypothermia
hypothermia
19:53 This looks to be the building where you fight the gunship in Episode 1. They must've had the idea from the start, but didn't know how to implement it in the base game.
1:08:49 Speaking of duct tape, I never noticed before, but is Alyx' jacket sleeve held on with duct tape?
Yo can we talk about how the boxes aboard the early Borealis read 'Arbeit Laboratories'? It's crazy to think about how Valve had the idea for a ship built by another science company way early on and eventually that other company wound up being the setting for a whole other game series in the same universe
The thing at 8:52 is actually in HL2 in the citadel in the distance.
1:33:32
"my intention was to check out some maps
to see what various builds of Half
Life looked like...
but now I am just playing with a gelatinous corpse"
- Vinny, 2019
To be fair, years later the G-Man's face demo is just amazing to see
1:45:40 Eli Vance voice and face is Robert Guillaume who is dead :( he was also Rafiki voice in lion King PEACE for him.
1:1:30 "Gman speak up"
*russian*
Probably Vorganese
If I owned a game studio I’d intentionally leak development shit like 10 years after the game just to let people have some fun
There's something I love about that bleak red sky hellscape..
In Hl2 I find that the sense of and emptyness and lonelyness are there but you also have hope, like when you come across NLO or Lighthouse Point. But with this, there is no beating the combine as earth is ruined beyond repair. I hope someone makes a full coherent Hl2 beta one day.
Its wierd, this really reminds me of Pathologic, not just because they're both Source games, but the characters and cityscapes too.
43:41 I can't tell if this is the genesis of the name Realign for Red Vox's next album at the time, or if that's just the reason he said that
10:52 I think the fire particles honestly look nicer
Thanks for doing this vinny
1:31:00
Fallout Seventy phySix.
1:42:34 Alex Jones: DESTROY THE CHILD