A few clarifications to this video: 1) Once you teleport away, the player-freeze is turned off, so you can noclip around at this point. You'll still be subject to the time limits of the next teleportation sequence, and the game-end trigger. 2) When you teleport back to Rosenburg, you can walk around and go to the guard tower door. You would have had your weapons stripped when the level loads, so you can inspect the crowbar at this point too.
There's a possible chance at the road that leads out of bounds, might have two roads that split up. One might be the exit, and the other one up front might lead to the freight yard battle in "We've Got hostiles!" from Half - Life.
For a while now I've wanted to add a compass to the HUD for a mod, & I've wondered if there was any consistency to the cardinal directions of the tunnels in the maps. Blue Shift has at least 2 signs indicating South, one of which is in this video. HL2 is a bit different because of the sun.
The shelves with boxes and the crates came with the original Worldcraft/Hammer as a prefab with the breakable and material properties already set up. It'd quite literally be more work to change them to be unbreakable.
I honestly hope in blue shift remake they are gonna expand the game a bit, like it won't just end there but we'll have something like riding with them and defending our vehicle
Hmm wonder why they went to the trouble of making that a func_door? And there is alot more of the canyon textured than you needed. I bet they planned on showing the scientist actually drive out of there.
You know, I actually almost forgot wjhere I saw the animation where the scientist is sitting in the car was from until I remembered "Oh yeah, Blue Shift" when I saw this video but anyways. Merry Christmas!
My assumption was that gearbox reused the grunt's dragging animation, and Valve offset the animation several units above the ground in order to facilitate the POV camera in some way.
can you please video to cover the huge mystery no one did video off for some resson on the red silo doors near the last human grunts tank you battle on the semi final forget about freeman map c3a1a? the map design of of the walls with the red silo doors and the silo doors size look exactly like it is meant to be the other side of the hydroeletric bridge of surface tension start as it looks a mirror of it making the opposing force concept not canon and making sense it makes sense forget about freeman is behind the bridge as it have small sewer the player progress before wheres in opfor the place you came didint maded sense
A few clarifications to this video:
1) Once you teleport away, the player-freeze is turned off, so you can noclip around at this point. You'll still be subject to the time limits of the next teleportation sequence, and the game-end trigger.
2) When you teleport back to Rosenburg, you can walk around and go to the guard tower door. You would have had your weapons stripped when the level loads, so you can inspect the crowbar at this point too.
An interesting fact: That Xen area is visited with Shephard in map of4a3 after using the Displacer Cannon in Opposing Force.
It would be really funny if the door actually said the words “NOPE, I’M LOCKED” via the voice system.
We made it Mr. Calhoun! We made it!
I always liked Blue Shift outro and wished I wasn't locked in a place. I guess that with this video you covered anything "worth" exploring
It's really interesting that Gearbox would put the effort of adding little details that players would never be able to explore
they probably jusy copy-pasted the prefabs or reused an area of a test map.
I love doing/watching these kind of stuff in GoldSrc games
Interesting. When it comes to Doom 1&2 and HL 1, OpFor, BS I always love this content of breaking down the game.
There's a possible chance at the road that leads out of bounds, might have two roads that split up. One might be the exit, and the other one up front might lead to the freight yard battle in "We've Got hostiles!" from Half - Life.
For a while now I've wanted to add a compass to the HUD for a mod, & I've wondered if there was any consistency to the cardinal directions of the tunnels in the maps. Blue Shift has at least 2 signs indicating South, one of which is in this video. HL2 is a bit different because of the sun.
There's also hidden box with GabeN textures in the entity room.
The shelves with boxes and the crates came with the original Worldcraft/Hammer as a prefab with the breakable and material properties already set up. It'd quite literally be more work to change them to be unbreakable.
I always wondered how they could escape "so easily" since Military was surrounding the complex
lymphoid you are so close to 10k! Can't wait for that day
0:11 😃
Yess, I was hoping for this, thank you!
I honestly hope in blue shift remake they are gonna expand the game a bit, like it won't just end there but we'll have something like riding with them and defending our vehicle
Hmm wonder why they went to the trouble of making that a func_door? And there is alot more of the canyon textured than you needed. I bet they planned on showing the scientist actually drive out of there.
My guess is they probably starting building the level before they had the plan of how the scene would play out
Yea that makes sense to me.
You know, I actually almost forgot wjhere I saw the animation where the scientist is sitting in the car was from until I remembered "Oh yeah, Blue Shift" when I saw this video but anyways. Merry Christmas!
I love when you do commentary
I think the reason why the grunts are on a false floor is because under the floor there is an invisible func_train, but I'm not sure.
My assumption was that gearbox reused the grunt's dragging animation, and Valve offset the animation several units above the ground in order to facilitate the POV camera in some way.
I want driving bits in BM:BS!
I did this way back in 2015 or 2019.
I feel like I'm doing some urbex in this old game ^^
can you please video to cover the huge mystery no one did video off for some resson
on the red silo doors near the last human grunts tank you battle on the semi final forget about freeman map c3a1a?
the map design of of the walls with the red silo doors and the silo doors size look exactly like it is meant to be the other side of the hydroeletric bridge of surface tension start
as it looks a mirror of it
making the opposing force concept not canon and making sense
it makes sense forget about freeman is behind the bridge as it have small sewer the player progress before
wheres in opfor the place you came didint maded sense
Yep, I'm planning on doing that
@@lymphoid hello there..
@@lymphoid thanx
Look at first TRASH BIN in Intro map)
Voice reveal finnaly
isn't that xen area the same one in opposing force? I think it's in the water chapter, whatever that one was.
could you put somewhere this modified map to download plz
I can upload it, but it will only run on Blue Shift Unlocked
@@lymphoid okay then
@@lymphoid Please do! :3
@@CrazyKosai link in description
@@Tamamo-no-Bae link in description
Cant hear is say nope I’m locked
He was joking, he just meant it's programmed to play the locked door sound
Space biker? What was his name again?
nothing burger video
It isn't as if the title is clickbait. The video does exactly what it says.
500th like