When I got to that place the only thing that blew was my graphic card for some reason. And from that day everything went to shit and I had to get rid of my laptop.
Sometimes horror games do stuff while paused. If you walk away from Fatal Frame for a few minutes, bloody handprints start pressing themselves into your screen. Less scary than an NPC just ignoring that you're paused, though.
What I love about this *horror is that it can only exist within the context of the source engine community. It's truly unique in that aspect. Some of the Gmod *horror videos kinda fall flat because in Gmod, you are a god with stupid and ridiculous weapons; there's no interesting threat. This *horror however, keeps within the game engine itself. It makes sense why the player can't just activate god mode and shoot everything, they can only really watch from another entity's point of view. The demo files are a really good setup for a mystery, and the whole premise really fits into the cosmic horror themes of Half-Life and Portal. *Edit: Changed "ARG" to "horror"
Analogue Horror... Not arg. The difference is that arg is meant for puzzles in video games that also has some correlation to real life. An example of that is going in a video game that has a secret code revealing an image of a location that actually exists and you have to go to it. Analogue Horror: fictional horror that displays stuff that could exist like the Mandela Catalogue.
@@officialwyattthesans12345 This isn't an analogue horror, because it's A. Not Analogue and B. has ARG elements, look at the description where you can download actual demos from the series which have puzzles and secrets in them.
Types 1-5 seem to me like an evolution of sorts. The character inside the game is getting smarter the higher the demo type is. The final clip, showed you using a "hint" box, which seems to indicate whoever programed the INTERLOPE command they were trying to tame the AIs inside the game. Type 4 demos being more common in Portal seem to prove this idea further, because you could argue Portal itself is the perfect game to train their inteligence. You only got control of the game once the timer ran out, and trying to investigate further led to the INTERLOPE figure to chase you and put you on time out.
With the spookycoast video, i'm thinking that maybe the INTERLOPE figure is... trying to prevent the character from getting smarter? An already aware ai? Personified vac ban? I think a key part in determining WHAT the interlope figure is, depends on whether or not he was made by valve (The decal obviously was, but i mean floating interlope gman)
@@yngvar1800 I like the idea of evolving AI because they have a time limit (the demo duration) to perform a task, lots of them are ran in parallel, the best ones survive, the worst ones are deleted, then we mutate the values of the survivors to generate the next batch and run the simulations again... the interloper catching our protagonist instead of the AI means that when the connection was lost, they got control instead of that AI in that session, did a bad job at the game and got "deleted"
@@yngvar1800 Could it be that the INTERLOPE figure is the result of a successful experiment, and now it's trying to prevent us, humans, from torturing the rest of the AIs in the source engine? Maybe he's just protecting his people.
@@rogercruz1547 That idea seems compelling, but I don't know if that's it In the spookycoast video, the character we're in the view of seems to be, at least partially, sentient in some manner, seeing as how he sheepishly looks into the house, but in the house there are those aimless npcs, which brings questions. Are they running demos too? Are they unfinished? Is the house like "storage area" for the unfinished ai's? The "npc?" that pushes him into the water is also interesting, as when he looks at him, there is a sound queue (From what I can tell, the sound is a.Some sort of twinkle effect that I've never heard, and b. a rollermine sound effect) The same sound queue (at least the twinkle) is heard when the player irl asks about the chell player stuck in the wall, followed by the interloper attack. The "npc?" in question has a citizen body, but a black face and white eyes I think we could at the very least gather that there is some connection between the "unfinished npcs" in spookycoast, and the interloper Something else i've noticed, is that before the interloper attacks, after the aforementioned "twinkle" sound effect, is the person hiding behind the wall. The sequence happens very fast, but i've noticed three things. 1. The person hiding behind the wall is at an angle, like someone peeking around a corner. 2. During the moment, SOMETHING clips through the corner of the room, and disappears almost immediately 3. The person peeking around the corner appears AGAIN, in relatively the same spot, through the doorway, and physically despawns, it's hard to see because the sequence goes by pretty fast I do not think that the person in this blink and you'll miss it sequence is the interloper, as it seems that the interloper (or possibly interlopers) remains static when attacking the player, and this "peeping tom" you see before it, holds himself at an angle while looking through the door. The interloper(s) seem to be, in a way, an unstoppable force, or like an antivirus, just straight gunning it for the player. In an attempt to summarize my thoughts: I think there are at least two types of nonstandard npc, the "sentient" ones in the type 5 demos, and the blacked out face ones that seem to have a connection to the interloper(s) I think that there is some kind of trigger (twinkling noise) that either activates the interloper, or in some way foreshadows its appearance I think that the interloper is "in" the game, in the sense that it is not confined to one map, and can distinguish what is and isn't the actual human player
been playing valve games my whole life but I only have like 7 hours on portal, to be fair it's a short game, and people have probably have played it a lot through different mediums before actually buying it off steam in their new account, it's not that uncommon
14:41 This was a really good scare! The way the portal radio distorts for a moment when he spawns, the unsettling music that acompanys his apperance, the game crashing with a really well made fake crash, and not to mention the red room at the end. It's so well done. I also need to give massive props to the idea that the Umbrella man doesn't like the player staying in the replay, so if you're over the time limit he comes from the shadows and kills you. With this being said this scene fully confirms this is an ARG of some sort. I 100% am gonna be coming back for more because this is such a interesting idea for a video and I fully adore this series!
Man I didn't expect another video so soon! Really happy to see it Edit: Watched the video and that ending has me thinking that the "Interloper" figure 1) Looks like GMan's silhouette. Which would be interesting because GMan is an Interloper. He's an outside alien force in the Half Life Series, blatantly showing off that he's everywhere even where he's not supposed to be. I have no idea about the umbrella. Maybe it's symbolism for "All Source Games are under my Umbrella"? 2) When Anomidae or whoever our MC says that their portal install is fricked, they show off them being in a dark room without a portal gun. It makes me think that because He went past the allowed time (6 AM), that the Interloper decided that he committed a crime. Putting him into a jail of sorts. He never came for the MC when he was interloping himself, only when the type5 demo failed and allowed him to freely pan the camera through the map.
It looks like Gman’s model was used for The Interloper, however, we have no way of confirming whether or not they are the same person. Another possibility that I have been thinking of it that the Interloper is one of the “employers” that Gman mentions. This is 100% conjecture, but it is interesting to think about.
I personally don't think it really resembles Gman at all. Upon closer inspection, the model seems more low-poly, even by Half-Life 2's standards. Not to mention the added trenchcoat. The only resemblance to the Gman is having similar business-wear really.
@@Kombine_Tmod yeah, going back he doesn’t really look like Gman. However, I still do think that him being one of Gman’s “employers” is still on the table.
It looks kinda like G-man because the Interloper decal is just a modified version of the "umbrella guy" decal, which also looks eerily like G-man to some people. I personally don't see it, but you do you.
If the interlope command ever comes back for you (you seemed to have upset Mr. Umbrella at the end there), maybe you could try doing some more "obscure" source games? For example, The Stanley Parable, INFRA, etc. I'd also love to see you try: 1.) L4D 1&2 2.) Black Mesa (I've got a feeling that the retail version wouldn't work too well, so maybe the original mod?) 3.) Fan-Made HL2 mods such as The Citizen, Nightmare House 2, Entropy: Zero, etc. 4.) The leaked HL2 beta from 2003 (this one would be really interesting) -5.) Postal III- Awesome videos, btw!
Stanley just gets stuck in the serious room in every demo with the narrator constantly looping a random bit of dialogue Though it's always dialogue where he's angry sounding, perhaps he's trying to express something yet he lacks the appropriate audio files
I noticed someone said that the silhouette looks like gman, but if you look at it, it actually looks a lot more like the interloper graffiti. I think maybe the silhouette isn't suppose to be Gman, but an entirely different entity. Also noticed how the NPC seems to be afraid of the player, or it wants to not be seen moving by the player. as well as how it seems like the period between the interlope command working, and 6AM, seems to be a sort of period of freedom for certain characters. Note how as soon as 6AM hits, the npc in the type 5 demo seems to loose control of himself somehow, either out of fear that the "Interloper" is coming, or that he was suddenly made aware of the players presence. Or maybe it was just "A" gaining control over the NPC, either way 6AM seems to be the shut off point for both the command, and the NPC(s?). Also at 13:53 we can see the shadow of "A"s playermodel, and although i don't think it's very important, it's still kind of funny. At the same time at 13:55 you can see the "Interloper" looking through the window at our player, meaning that it could be possible that the "Interloper" arrived LONG before he shows up to "A" and "L". Taking a second look at the figure at 14:20 it looks more like the "Interloper"s umbrella than the NPC ducking behind cover. As well as his full model for a split second before he disappears at 14:25 The fact that the "Interloper" can lock people out of games by sending them to a strange room with a red light is pretty spooky. But i figure there has to be a way out, maybe try a few things when the INTERLOPE command works again? There is a bloody handprint on the panel next to the word "HELP" at 13:54 and another bloody handprint in the room at 14:03 these are probably just decoration and not super important, but they could mean that other people (NPCs?) have been in that level, and most likely ended up getting caught by the "Interloper" for overstaying their welcome.
i am aware that the handprint and HELP text are from the original portal, however i was thinking in the context of specifically that level and other NPCs, also sort of just throwing stuff at the wall and seeing what sticks.
i absolutely ADORE this project so far, it's "source horror" done right. my favorite thing has to be the use of vr/mocap and just how WELL it's implemented, watching the first video i was genuinely just SHOCKED at how well done it was - the vr acting, the way it _genuinely_ looks like they're in the physical space as opposed to playing with vr controls? and the fact it was there in the first place! it's like the whole "gmod arg from pov of living ragdoll" schtick turned all the way up, love it. the sense of mystery and intrigue is just beautiful, the interactivity, everything is just immaculately crafted so far and i cannot wait to see where this goes next. chef's kiss
@@benl4d2shortsanimsits an xbox feature that somehow works with gmod. (yes theres gmod on some xbox no i dont know wich one im part of the pc master race)
damn this is really great, not only for the originality of your concept but also the execution. im also curious, because if im right last episode the console was basically painted on top of the game, this time it look like you actually built it to be used in the game, its really well made
I appreciate the reaction (your microphone) to the umbrella man not being a stereo “OH MY GOD WHAT IS THAT!???” And just nervous confusion, which is probably how someone would react to something like that.
Underselling it is just as bad as overselling it. That reaction is not the reaction of someone that just spent 5 hours, desperately shuffling through games, trying to find an extremely rare ocurrance.
At the end when the entity was chasing the player even though the game was paused, that really honed into one of my fears when I played source games as a kid where I thought there’d be this thing that’d still be able to get me on a paused menu
i was a little skeptical after the first one's use of vr, but this new story direction with the DM editor is interesting! looking forward to seeing where this goes, and how to work that css demo file
@@Anomidae Seems like the motion capture is done with something named "FSKY_SVR" with prop_dynamics set at a specific position so it lines up with the map
Loved this one. A huge step up from the first part -- creepier, better-paced, more interesting. I especially liked the alt history with the DM Editor. It created a sense of authenticity when you called it out as a 'hoax', and then when it actually came into play at the end, I felt both rewarded for my attention and a sense of morbid curiosity. This one also just felt a lot more subtle than Part 1 when it came to the scares. The 'spooky coast' video in Part 1 felt like a creepypasta video (a bit creepy, a bit campy), but the Type 5 in this one was slow, unnerving, and made really great use of what scared me about Source maps as a kid, namely the tight corridors and the forbidden knowledge of console commands that made levels feel artificial and transient.
@@Zepyrus-l9z args allow the audience to kinda guide the direction where it's heading, in this for example, people were talking about how off the vr movements felt in the last part but here they gave an attempt at an "in-lore" justification having them speculate it's an obsolete SFM workshop tool
People generally understand what is meant by ARG in this context, but yes, as there is no interactive element where the audience can influence the progression of the story, it wouldn't qualify as one. I'd say it's an unfiction story, rather.
@@Quaternality I agree that the first one is definitely unfiction, but with the linked google drive containing the demos and asking for help at 6:18 it feels like he's attempting to go in more of an ARG direction. I think we'll have to wait and see if he actually lets the community impact the story or not
Sooo... because the time ran out and the connection was lost, the recording stopped, but the "player" (whoever that guy in the civvies is) was still there but had no path to follow. I think that hint node tells him where to go since he has no more "inputs" to follow since the recording was halted. Very very interesting. Maybe the DM Editor is more relevant than we think.
After watching the video then loading up the demos and decompiling the maps to see what sorta magic was involved, I've gotta say this is some cool as hell stuff and it makes me want more of this Interloper mystery even if the VR parts did somewhat ruin the believability of the entire thing. Though I wonder whether any mods and other games (not just Valve ones or Garry's Mod 9) on Source could have the effect similar to Portal, where there's higher chances of certain type of demos to be generated. And also I'm curious about Left 4 Dead and what could happen in it considering it's a co-op game.
Brilliantly made. One thing to consider is that the Interloper only moved to 'attack' when the player tried using the console - which to me means it either realized it was a player at that moment, or it's primed to stop the AI (or whatever the entities in the demos are) from abusing the game logic.
These videos have been very interesting. If you ever get access the INTERLOPER commands again, I would recommend trying them in "Half-Life: Source" or some Half-Life 2 mods like "Entropy : Zero" or "Black Mesa."
You're really putting a lot of work into this creepy pasta ARG aren't you? Very cool to see. It might be a good idea to check out Dark Messiah Might and Magic as that was built on source as well as EYE.
So much work done by you. Really astonishing. What surprised me the most is that you" tested" it on dota and gone as far as stating that s2 build doesn't work but you did download old 2015 build of the game. Insane dude.
After that strange type 5 demo, the portal install seems to be bricked on a strange dark map... Have you looked into the files of the corrupted portal install?
i think that the player being in a demo past the end period for the command means that the umbrella man has set his sights on the player, meaning more content can be generate if more things keep happening, now that the player has set himself apart. really good and forward thinking way to continue the story with more frequent uploads honestly.
This is very cool and the inclusion of the demo is great. (although if you download the demos just opening the map file it doesn't work) I went through the css map file and found out that the command generated a set of models and new entities that play the seemingly motion captured sequences. There's some other things to note too. There is a viewmodel just sitting in the middle of the hallway with the targetname "HUSK" which sounds a little worrying. Also the new set of models are in a folder with the name 112121 which I think is when the date of when the demo file was generated, but the strange figure's model is missing, with the path and file name "models/010101/CAPTURE_Cbsgy". If the other folder name is a date then this one must be January 1st, 2001 which is a date I don't know the significance of. However, what I think is more important is the name of the "model" itself, which I put in quotes because there is no extension in the keyvalue but the file is in the models folder. Capture and then letters I don't know about. Going off of the portal event though maybe it means capture as in to put in captivity? Either that or its capture like taking a picture capture. There is also a second model that isn't included in the map file with the directory "models/040508/CAPTURE_dWiud" which I guess would maybe be a date of April 5th, 2008 which is another date I don't know the significance of, if these even are dates. I also don't know what "dWiud" could be. I think the biggest thing here though is that your dismissal of dmeditor might be a little incorrect. Obviously in the portal event a hint node was placed, and in the single screenshot of the editor there is a hint node. But something more important is the name of one of the new models includes dm in the targetname as "dmnpc_capture_pawn" and even the file name as "models/112121/ent_dmnpc_tleet_cge7-193.mdl" Lastly all the ambience was put into one wav file, including footsteps, which seems kinda weird. I have a few suggestions for you to do that might yield some results: Try putting "ent_create" followed by some of the things in the targetnames or model names of the new stuff like ent_dmnpc_tleet_cge or dmnpc_capture_pawn in the console, because those seem like entity names and maybe you can spawn them in independently. Also look up a list of source mods and just try all of it. Titanfall 1 and 2, The Stanley Parable, Vampire the Masquerade: Bloodlines, Left 4 Dead 2, Half-Life 2: Deathmatch, Portal 2, SIN episodes, etc, as some others have suggested, but I would also like to see you try some source mods. Things found on moddb to see if it works there since this seems to be engine wide, and not specific to one game. Maybe even quickly throw together a mod yourself (If you get XBLAH's Mod Tool it should be a few clicks). And to the person whos portal broke, send over any new files that might have been created following the the weird umbrella man encounter, maybe there's something important in there too. For my start of a theory on what is going on, this interloper command is sending you "capture" (the demo), of something occurring on some server presumably at Valve. The "capture" in all these model names might be auto-created to send along with the demo file capturing what had happened in these events. The command you put in seems to be some kind of server address with that ending ":27015", maybe you could do some hacker type stuff and find the IP and figure out a general idea of where the server is. The demos with the tposing characters, or even spookycoast, I have no idea. Why are the citizens hostile or why is heavy tposing in the 2fort intelligence room is a mystery to me. I think the player dying also has some consistency which might be little important. They seem to die when they don't do anything, like the ones that sit in the void die, and even the ones where they walk around, in the hl2 one when he stands still he dies. Some things to say about the type-5s: The one I'm mostly intrigued about about is the CSS one, where the 1337 shows aggression and SHOOTS AT THE FIGURE, and he then gets thrown into the void all gmod admin like and freaks out or whatever that is hes doing. I think someone has control and is actively watching what is going on and the 1337 shooting the figure triggered whoever it was to throw them into the void. The HL2 type-5 interacts with the weird npcs but I don't know what those things are so I don't know what kind of assumption to make. Some notes about that one though is that you can actually kind of see the figures, looking a lot like gman but they have no briefcase and there seems to be a block coming out of their ass. I'm serious. The TF2 type-5 I have no idea what to think of. It is very different than the rest of them.
Some of the models found on the CSS data map are similar to the ones on the TF2 one. I'm running into something where, after a few seconds of viewing the data map in TF2, I get flashed images before my game crashes. Dude was right about them being unstable.
@@thesolsticea I decided to look at the tf2 map and started by decompiling and saw this comment: [info] Map comment: CHICKEN SHIT ADMINISTRATORS COME GET ME I am worried The map closing is on purpose. It comes from a point_clientcommand called "fear" and it calls the quit command after 7 seconds of going near the red intel hallway or after 40.5 seconds through a button on the red balcony. It's a little late as I'm writing this so I'll just dump entity and model names, I'll list them as farthest to closest to the intelligence (the heavy models are the normal heavy.mdl models): models/112121/y8sidu7.mdl models/112121/losp9d8.mdl models/112121/ent_dmnpc_scouthkdui8sp.mdl (theres that dm again) models/112121/viewcontrol.mdl (nothing special) and models/112121/ent_plrhkdui8sp.mdl plrhkdui8sp is definitely a shortened version of something but I currently don't have the brain power to figure it out some other things to note: The point_clientcommand also builds cubemaps which is most likely what those images your talking about are, and there are also a complete shit ton of cubemaps added to the scout hallway The point_clientcommand also turns the world white with the mat_fullbright 2 command, along with enabling cheats for some reason There is a button on the red balcony surrounded by a trigger with an info_player_teamspawn inside of it, I'll go one by one The info_player_teamspawn is named "THE_TOOL_" with the spawnflag combo of 511 (flag 1, 2, 4, 8, 16, 32, 64, 128, 256 (its all invalid it doesn't matter)) The trigger is a trigger once with the name "hitit" that activates the logic_relay that starts the actual sequence. The "button" is a series of wood blocks as a func_button that spell out F S K Y with the targetname "fuckyou". It also activates the logic_relay. The logic relay holds a bunch of outputs which at a quick glance seem to just be the sequence (sorry I am tired) Also addendum to the CSS map, I checked for a map comment because I actually saw the TF2 one and there is, BSPSource told me: "[info] Map comment: FSKY_SVR_GEN" So in conclusion, FSKY looks important, all this might be done by a rogue employee (inferred from the "fuckyou" and the "CHICKEN SHIT ADMINISTRATORS COME GET ME"). Very interested to see what comes next.
Just got done looking at the TF2 map. Got it on record. I'll upload the video after I edit it - but in short, walking up to the FSKY blocks on the wall triggers the bugged version of the scout type 5 cutscene. Noclipping around showed what the error models are in the hall from hammer. They're just heavy models but missing textures. Doesn't seem like there's much else to look at. I'll poke around the CSS map some more to see if I missed anything, but if you look back at the original CStrike type 5 cutscene, the thing in the sky is the same model from the portal video. It's also seen again in the corner when the 1337 gets put into the skybox. It's unnerving, seeing it basically watch the guy hopelessly sit there trying to leave.
Based on the "Connection lost" text on screen at the 6am mark, and the fact that the player regains the controls to the game. I think the interloper command actually pulls the recording/movement input from somewhere else, maybe a server, maybe an ai trainer, something somewhere. After the disconnection, the game is essentially bugged as the player has control even though it's a demo file, and the black entity is spawned in to forcibly terminate the session as it did not end normally. After this point I think the black entity realized that their connection is compromised and locks the game out from ever being played again. Based on the word Interloper, which means a person getting involved in somewhere they don't belong, I think the command was forcibly injected into source engine by something else, for whatever the reason. The devs did not put the command there, something else did. It could also means that we might be the interloper sticking out nose where we don't belong. Either way, whatever was behind the command definitely noticed the OP now, and I have a horrible gut feeling that this definitely isn't the last we will see it. And not this passive either.
14:14 -- Right after A says "Is that the player", at 14:16 a tiny jingle plays. This tiny jingle also plays during the CS:S demo and the Spookycoast demo, when this Interloper person makes an appearance in those demos. Noted! Edit -- I like the fact that A and L don't recognize the jingle and would love for that to be a contingency, so that we, the viewer, can pick it up as "Interloper Time" when the series progresses and more demos of these kinds are found. Edit2 -- Why do I have a feeling the red x at the very end of the video and the demos in the drives are connected somehow...
This arg really fooled me. And you can connect the pieces if you have knowledge of the source sdk except the interloper entity at the end. Really good. One of the best args I watched.
This is the only video game "horror" series I actually enjoy. All the other horror/ARG series seem to be trying too hard to be directly horrifying or whatnot, but the INTERLOPER series balances out the first-person-perspective "OMG look a spoopy hallway" with a sense that you are re-watching someone else's demise, kind of like the Blair Witch Project. I personally believe that this would be a scrapped test of some form of Source-engine motion-capture technology that made its way into the games, but before entirely getting rid of it, the devs wanted to have a bit of fun, taking advantage of the uncanny lighting and character glitches. I'm curious to see if this INTERLOPE command would work in Half-Life: Source, certain HL2 mods, or even Hunt Down the Freeman, just for the lols. Perhaps there is some hidden functionality of the INTERLOPE command in certain GSRC games, like the original Half-Life?
i dont know what happened but "L"s speech wasnt audible in the portal section, but it does have captions. i recommend turning them on while watching that demo
the spook at the end really gave me my childhood nightmares back, thank you i am now afraid of the dark as an adult expecting a flying umbrella man to clip through a wall at any time...
Next epsiode should have some more obscure games like Dark Messiah, Vampire: the Masquerade - Bloodlines, or EYE: Divine Cybermancy. EYE especially, I could see a lot of potential in, atmosphere wise. Awsome series, by the way. You're very talented.
Woah, I thought that this was all a real thing! This arg is so good! It's creepy and mysterious and fits so much into the Source engine. I love it and would want to see more. or is it a real thing? i guess i'll probably need to try it out myself then?
3:46 at a certain frame, at 1080p, you can see two weapons in 2 before switching to the gravity gun. They are called the "Catcher gun" and "supercatcher6000". does anyone know what this is?
Serious advice and a few suggestions here: 1. Go into your Portal files and back them up BEFORE you reinstall. It may contain the ‘INTERLOPER’ model and entity that interrupted the demo, as well as the map you spawn in. Theres no chance that you get a specific and rare sort of demo just as the window closes. 2. A few more games you could try are Titanfall 1 and 2, HDTF, Stanley Parable retail, Portal 2, INSURGENCY and INFRA.
After watching the video, I have a theory, When we see the supposed interloper he comes towards the MC and then the game crashes, Many say it looks like the gman model but, It’s too low poly for the source engine so I think it might be the Goldsrc engine Gman, it may be outstretched as we have already viewed it only works on the source 1 engine (as seen in the dota 2 source engine 2 clip) and not any other engine,but we haven’t viewed Goldsrc,one thing I’d also like to view if it works on the quake engine (predecessor to all valve made engines) if there is another one next year. (You better not do a valve software on us and not make a third one because I’m invested)
This is really quickly becoming my favorite half-life fan media, in the next part i’d really like for the protag to check out the command in non-offical valve games such as Stanley Parable or Black Mesa. Good job :D
i would love to see portal 2! may not fit too well with its more comedic and npc full nature but it would still be cool to see. also for that room that appears when you open portal, do mat_fullbright 1 to see whats there
A return to form in the context of source engine spooks. It really brings the perfect mix of obscure mechanics and source engine ambience to deliver a truly believable, and unnerving mystery. Hope to see more from you!
I'm pretty sure it's because of the overall feel of the series. Like we have a game that is 18 old, and we just "now" uncover a new secret, a creepy one at last. It reminds of creepypastas back at the day. Also we have like an investigation into a spooky story with a long forgotten tech that was abandoned by everyone and we want to know what's up. Yeah, I love it
0:08 we see a lag spike and hear the Dr. Kleiner "Oh, fiddlesticks" line - the same one that plays in "spookycoast". Maybe this is the moment the umbrella graffiti comes back?
I forgot about that. Could be an audio indicator of some kind that the INTERLOPE command is available to use. But given what we know now, it could mean something very different.
@@inxus9040 In the source games that sound is the audio equivelant to the pink and black checkers or the error model. its the game trying to play a sound that isnt found.
hey i know its been a year since this but, holy moly i wish there would be more like this, its really amazing and actually made me creeped out. the demos in the drive link, in the css, yes it works but the interloper is an error. and the terrorist its not showing the video through his eyes but next to his head. and about the tf2 one, it just doesnt work, now im not telling you to work on it or something, i DO know the pain of making these and i really loved your work on them, i hope there will be more like this. and last thing, keep it up !
I loaded the demos on my own TF2 and CS:S installations and damn, they actually work! Since I noticed the data.bsp files were map files, I decided to load these up too. Nothing peculiar happened for Counter Strike, but for the TF2 one some strange things happened when I went to RED intelligence room. I won't spoil it though, I recommend people check it out for themselves!
it was quite buggy for me when i loaded up tf2, i was missing all shaders/textures and my mouse controlled my walking movement. did you have any of these issues, and if so, do you know any kind of solution for this? i'd really like to see what's down there, but as soon as i hit the balcony on red side it loaded in the exact same demo that the player uploaded
@@3rdmannn I didn't have any movement issues, but it was indeed extremely dark when I loaded the map up. To fix this, I simply typed mat_fullbright 1 in the console to remove all lighting on the map. After that, the only interesting thing I saw was in RED intel as I mentioned.
I love this, RUclips recommended it to me, and it hooked me so fast. This found footage type documentary style really works. I also feel like it has some Backrooms vibes. But I guess a more correct genre description would be "generated footage" rather than "found". Anyway, awesome work, hopefully there are more episodes :3
So, before I watch I just wanted to mention how interested I am in this and the sheer amount of potential I see in it. I also wanted to mention my critiques and hopes of episode 1, first, I loved how believable it was, I almost thought it was real for the entire video BUT the part with the vr completely broke my immersion and I hope that going forward with the series you keep it within the realm of plausibility. Second, I love the unique approach of secrets hidden in code and glitches (I especially loved the part where the big lead was hidden in the actual texture of the interloper). But again keep it plausible. Third, I hope that the interloper doesn't become some big scary entity, I think it'd be better if it was just something that reveals deeply hidden secrets that no one is supposed to be able to see. My critiques and hopes of episode 2 Ok so the things i was worried about were somewhat mitigated, I like the approach of saying since the bodies have physics and can touch the world that it isn't vr, perhaps you should lean into that and say it's an early attempt at a fully physics based movement system (like the game "Exanima" for example) or something along those lines. Perhaps you can say the part where you control the camera and spawn a box to control where the npc goes is "an experimental RTS game mode" or something. unfortunately it seems you are making the interloper a monster of some sort, the main reason I didn't want to see this happen is that I feel that "there's a monster in my game" is a bit overplayed by now. However, I still very much enjoyed this and am looking forward to the next episode.
@@Jayp11259 I guess to be more specific I don't want the interloper to be the antagonist, just something that reveals secrets or perhaps more of a neutral entity
Man, this is just begging to be turned into an arg already. Or maybe it already is? haven't check out the gdrive folder lol. In any case this is just amazing, though i should say that the last part sort of broke the immersion of "2011 creepypasta investigation vid". I mean last time, even with the VR stuff it still come off as natural, but this is probably just my own bias, the dialogue (or monologue) just break it to me. Still, it's your stuff and i'm just a critic/hater. Again, absolutely loved it, i thought this is just a one-time halloween project, so glad there's a continuation.
New to your channel, not a programmer and no knowledge of source beyond playing Half Life... I totally, legit, thought this was an actual investigation into a real hl2 mystery of a vestigial development artifact until I read the comments. I've been around for some amazing arg's, but I've never seen one that was as immediately believable as this.
Man this is giving me inspiration to do something equally mysterious but I don't know how I can take this and apply it to something like the Halo Reach or 3 mod tools.
Don't be dissuaded by lack of technical knowledge- you can always learn! See if you can get some friends together who would be interested in helping with an ARG, ask questions on modding forums and Discords, and make the thing!
Whatever this is, it seems to be associated with wind chimes and bell noises, so i'd say that's a clear indicator of whether it is present in the generated demo.
14:41 Yk whats funny, the Interloper came from the same direction we saw the Type 4 character come from, meaning that the Type 4 character mustve been dispatched, but the Interloper knew there was still someone else in the game, and went to go deal with them personally.
My theory: maybe valve was developing bots to play source games, and each stage is a different level of ai Type 1: early ai, doesn’t move just shakes camera Type 2: idk could be the bot accidentally spawns out of bounds and valve terminates it Type 3: slightly more advanced, understands walking jumps running etc, but is mostly using the with no reason, doing it at random Type 4: now much more advanced, instead of moving randomly, they actually play the games, the reason portal has more of type 4 than any other is that it is more simple for a bot to understand a puzzle game that is always the same Type 5: self aware, they are closer to human than anything else If anyone knows what they think 2 is please tell me, but currently it has stumped me That would also make sense with the “you think this one’s gonna solve it?” Edit: maybe the interloper is a type 6 ai, even though that has not been found yet, it might exist because there are only 3 type 5s. The interloper could be a super aware ai, more powerful than the devs. Also some people are saying type 2 could be the interloper, that could also make sense except for why they die at the end of the clip. Also “interlope” is a chapter in half life that takes place in zen, maybe that might help
decompiling the data.bsp kinda breaks the illusion but I thought that the type 5 demos were renders and not done with setparentattachment stuff, really really creative and well done.
I love that it's implied that the protagonist spent the last year doing nothing but blowing up zombies in the first ravenholm map
Either that or he keeps blowing himself up and cant progress
@@ExtrnalSorce2 Or doing random stuff to get the interloper thing to work again
When I got to that place the only thing that blew was my graphic card for some reason. And from that day everything went to shit and I had to get rid of my laptop.
@@ashamefulgamer1578 Poor guy, no wonder nobody goes to Ravenholm
Have somenthing bettaer than bloe up with zombie guys in Ravenholm?
an NPC slowly gliding through walls towards the camera while the game is paused is nightmare fuel
I once had a dream where a T-posing shrek was gliding through the air towards me while I desperately tried to open the menu and close the game down.
@@omen5407 I've had a few Minecraft dreams where I'm in creative but mobs would start floating upwards towards me.
@@mom0367 Same. I could not pause the game and woke up horrified.
Sometimes horror games do stuff while paused. If you walk away from Fatal Frame for a few minutes, bloody handprints start pressing themselves into your screen. Less scary than an NPC just ignoring that you're paused, though.
@Jun0 wha-
interloper really said "you were supposed to leave two minutes ago sir"
What I love about this *horror is that it can only exist within the context of the source engine community. It's truly unique in that aspect. Some of the Gmod *horror videos kinda fall flat because in Gmod, you are a god with stupid and ridiculous weapons; there's no interesting threat. This *horror however, keeps within the game engine itself. It makes sense why the player can't just activate god mode and shoot everything, they can only really watch from another entity's point of view. The demo files are a really good setup for a mystery, and the whole premise really fits into the cosmic horror themes of Half-Life and Portal.
*Edit: Changed "ARG" to "horror"
except your friend that has a nuke mod pack
i don’t think this is an ARG my man
Analogue Horror... Not arg. The difference is that arg is meant for puzzles in video games that also has some correlation to real life. An example of that is going in a video game that has a secret code revealing an image of a location that actually exists and you have to go to it. Analogue Horror: fictional horror that displays stuff that could exist like the Mandela Catalogue.
Arg example: youtube.com/@foundonthetape
This channel uses hl2 maps and video puzzles.
@@officialwyattthesans12345 This isn't an analogue horror, because it's A. Not Analogue and B. has ARG elements, look at the description where you can download actual demos from the series which have puzzles and secrets in them.
Cant believe its been one whole year since the last interloper.
3 weeks is essentially a year if you suffer from chronic zoomer brain
@@unoriginalperson72 3 weeks is essentially a year if you exist in the present
It was uploaded 3 weeks ago but was recorded a year ago
Time flies fast
I know, right?
Types 1-5 seem to me like an evolution of sorts. The character inside the game is getting smarter the higher the demo type is.
The final clip, showed you using a "hint" box, which seems to indicate whoever programed the INTERLOPE command they were trying to tame the AIs inside the game. Type 4 demos being more common in Portal seem to prove this idea further, because you could argue Portal itself is the perfect game to train their inteligence. You only got control of the game once the timer ran out, and trying to investigate further led to the INTERLOPE figure to chase you and put you on time out.
I love how you used the words time out, as if the interloper thing is like, GO TO YOUR ROOM
With the spookycoast video, i'm thinking that maybe the INTERLOPE figure is... trying to prevent the character from getting smarter? An already aware ai? Personified vac ban?
I think a key part in determining WHAT the interlope figure is, depends on whether or not he was made by valve (The decal obviously was, but i mean floating interlope gman)
@@yngvar1800 I like the idea of evolving AI because they have a time limit (the demo duration) to perform a task, lots of them are ran in parallel, the best ones survive, the worst ones are deleted, then we mutate the values of the survivors to generate the next batch and run the simulations again... the interloper catching our protagonist instead of the AI means that when the connection was lost, they got control instead of that AI in that session, did a bad job at the game and got "deleted"
@@yngvar1800 Could it be that the INTERLOPE figure is the result of a successful experiment, and now it's trying to prevent us, humans, from torturing the rest of the AIs in the source engine? Maybe he's just protecting his people.
@@rogercruz1547 That idea seems compelling, but I don't know if that's it
In the spookycoast video, the character we're in the view of seems to be, at least partially, sentient in some manner, seeing as how he sheepishly looks into the house, but in the house there are those aimless npcs, which brings questions. Are they running demos too? Are they unfinished? Is the house like "storage area" for the unfinished ai's?
The "npc?" that pushes him into the water is also interesting, as when he looks at him, there is a sound queue (From what I can tell, the sound is a.Some sort of twinkle effect that I've never heard, and b. a rollermine sound effect) The same sound queue (at least the twinkle) is heard when the player irl asks about the chell player stuck in the wall, followed by the interloper attack. The "npc?" in question has a citizen body, but a black face and white eyes
I think we could at the very least gather that there is some connection between the "unfinished npcs" in spookycoast, and the interloper
Something else i've noticed, is that before the interloper attacks, after the aforementioned "twinkle" sound effect, is the person hiding behind the wall. The sequence happens very fast, but i've noticed three things.
1. The person hiding behind the wall is at an angle, like someone peeking around a corner.
2. During the moment, SOMETHING clips through the corner of the room, and disappears almost immediately
3. The person peeking around the corner appears AGAIN, in relatively the same spot, through the doorway, and physically despawns, it's hard to see because the sequence goes by pretty fast
I do not think that the person in this blink and you'll miss it sequence is the interloper, as it seems that the interloper (or possibly interlopers) remains static when attacking the player, and this "peeping tom" you see before it, holds himself at an angle while looking through the door.
The interloper(s) seem to be, in a way, an unstoppable force, or like an antivirus, just straight gunning it for the player.
In an attempt to summarize my thoughts:
I think there are at least two types of nonstandard npc, the "sentient" ones in the type 5 demos, and the blacked out face ones that seem to have a connection to the interloper(s)
I think that there is some kind of trigger (twinkling noise) that either activates the interloper, or in some way foreshadows its appearance
I think that the interloper is "in" the game, in the sense that it is not confined to one map, and can distinguish what is and isn't the actual human player
i think the scariest thing out of all of this is that you only have (had?) 10 hrs in portal
IMO the end of the attempted type 5 was scarier
@@radustana goofy
been playing valve games my whole life but I only have like 7 hours on portal, to be fair it's a short game, and people have probably have played it a lot through different mediums before actually buying it off steam in their new account, it's not that uncommon
@@keinzuei do that all the time, especially since games are so expensive where i live
14:41 This was a really good scare! The way the portal radio distorts for a moment when he spawns, the unsettling music that acompanys his apperance, the game crashing with a really well made fake crash, and not to mention the red room at the end. It's so well done. I also need to give massive props to the idea that the Umbrella man doesn't like the player staying in the replay, so if you're over the time limit he comes from the shadows and kills you.
With this being said this scene fully confirms this is an ARG of some sort. I 100% am gonna be coming back for more because this is such a interesting idea for a video and I fully adore this series!
Also the way he comes out of the wall WHILE THE GAME IS PAUSED gave me the heebie jeebies.
@@thesucc990 :D yop, I was so scared at the moment.... If this all is premade I would be so pissed...
@@davidcermak9822 I have some bad news for you
@@imsosillyteehee let me be I want to belive! :D
@@davidcermak9822 love ur optimism
I keep forgetting this is a creepy pasta and im incredibly intrigued every time
Same, I have been checking the comments for mistakes even though I know it's clear it's not official.
Man I didn't expect another video so soon! Really happy to see it
Edit: Watched the video and that ending has me thinking that the "Interloper" figure
1) Looks like GMan's silhouette. Which would be interesting because GMan is an Interloper. He's an outside alien force in the Half Life Series, blatantly showing off that he's everywhere even where he's not supposed to be. I have no idea about the umbrella. Maybe it's symbolism for "All Source Games are under my Umbrella"?
2) When Anomidae or whoever our MC says that their portal install is fricked, they show off them being in a dark room without a portal gun. It makes me think that because He went past the allowed time (6 AM), that the Interloper decided that he committed a crime. Putting him into a jail of sorts. He never came for the MC when he was interloping himself, only when the type5 demo failed and allowed him to freely pan the camera through the map.
It clearly is gman, it's just him coloured black
It looks like Gman’s model was used for The Interloper, however, we have no way of confirming whether or not they are the same person. Another possibility that I have been thinking of it that the Interloper is one of the “employers” that Gman mentions. This is 100% conjecture, but it is interesting to think about.
I personally don't think it really resembles Gman at all. Upon closer inspection, the model seems more low-poly, even by Half-Life 2's standards. Not to mention the added trenchcoat. The only resemblance to the Gman is having similar business-wear really.
@@Kombine_Tmod yeah, going back he doesn’t really look like Gman. However, I still do think that him being one of Gman’s “employers” is still on the table.
It looks kinda like G-man because the Interloper decal is just a modified version of the "umbrella guy" decal, which also looks eerily like G-man to some people.
I personally don't see it, but you do you.
If the interlope command ever comes back for you (you seemed to have upset Mr. Umbrella at the end there), maybe you could try doing some more "obscure" source games? For example, The Stanley Parable, INFRA, etc. I'd also love to see you try:
1.) L4D 1&2
2.) Black Mesa (I've got a feeling that the retail version wouldn't work too well, so maybe the original mod?)
3.) Fan-Made HL2 mods such as The Citizen, Nightmare House 2, Entropy: Zero, etc.
4.) The leaked HL2 beta from 2003 (this one would be really interesting)
-5.) Postal III-
Awesome videos, btw!
Stanley just gets stuck in the serious room in every demo with the narrator constantly looping a random bit of dialogue
Though it's always dialogue where he's angry sounding, perhaps he's trying to express something yet he lacks the appropriate audio files
Postal 3 would be fucked, not gonna lie.
Dude, Titanfall 2
@@randompersonontheinterwebs bro 💀
postal 3
I noticed someone said that the silhouette looks like gman, but if you look at it, it actually looks a lot more like the interloper graffiti. I think maybe the silhouette isn't suppose to be Gman, but an entirely different entity.
Also noticed how the NPC seems to be afraid of the player, or it wants to not be seen moving by the player. as well as how it seems like the period between the interlope command working, and 6AM, seems to be a sort of period of freedom for certain characters. Note how as soon as 6AM hits, the npc in the type 5 demo seems to loose control of himself somehow, either out of fear that the "Interloper" is coming, or that he was suddenly made aware of the players presence. Or maybe it was just "A" gaining control over the NPC, either way 6AM seems to be the shut off point for both the command, and the NPC(s?).
Also at 13:53 we can see the shadow of "A"s playermodel, and although i don't think it's very important, it's still kind of funny. At the same time at 13:55 you can see the "Interloper" looking through the window at our player, meaning that it could be possible that the "Interloper" arrived LONG before he shows up to "A" and "L". Taking a second look at the figure at 14:20 it looks more like the "Interloper"s umbrella than the NPC ducking behind cover. As well as his full model for a split second before he disappears at 14:25
The fact that the "Interloper" can lock people out of games by sending them to a strange room with a red light is pretty spooky. But i figure there has to be a way out, maybe try a few things when the INTERLOPE command works again?
There is a bloody handprint on the panel next to the word "HELP" at 13:54 and another bloody handprint in the room at 14:03 these are probably just decoration and not super important, but they could mean that other people (NPCs?) have been in that level, and most likely ended up getting caught by the "Interloper" for overstaying their welcome.
Anyways, this series is actually really good. I haven't seen a good "Source Engine Creepypasta" kind of thing in a long while. Keep up the good work!
The handprint and the word "HELP" are actually from the Portal character Doug Rattmann.
💀
the handprint and stuff are from the original portal. that games dark man
i am aware that the handprint and HELP text are from the original portal, however i was thinking in the context of specifically that level and other NPCs, also sort of just throwing stuff at the wall and seeing what sticks.
Honestly this is the best source ARG ive seen, the Umbrella Man scare towards the end was actually really well done
Not arg
@@Zepyrus-l9z Its not??
@@Gnome_Gnoson well. Now that I think about it. It’s a small part arg.
@@Gnome_Gnoson it is
ARG means Alternative Reality Game, right? Like a game that transcends a single game
i absolutely ADORE this project so far, it's "source horror" done right. my favorite thing has to be the use of vr/mocap and just how WELL it's implemented, watching the first video i was genuinely just SHOCKED at how well done it was - the vr acting, the way it _genuinely_ looks like they're in the physical space as opposed to playing with vr controls? and the fact it was there in the first place! it's like the whole "gmod arg from pov of living ragdoll" schtick turned all the way up, love it. the sense of mystery and intrigue is just beautiful, the interactivity, everything is just immaculately crafted so far and i cannot wait to see where this goes next. chef's kiss
It’s not VR it’s recorded Kinect anims from gmod (idk)
@@benl4d2shortsanimsits an xbox feature that somehow works with gmod. (yes theres gmod on some xbox no i dont know wich one im part of the pc master race)
damn this is really great, not only for the originality of your concept but also the execution.
im also curious, because if im right last episode the console was basically painted on top of the game,
this time it look like you actually built it to be used in the game, its really well made
It means however that the INTERLOPER was made by the Anomidae, which is not great :(
@@davidcermak9822 did you miss the credits at the end of the video, bud
@@Jetsetlemming shhh, he want to beleive
@@Jetsetlemming yes?
you didnt hear anything did you 🤨@@davidcermak9822
seriously great work on this, really manages to keep my interest, and you’ve done a good job on making it seem believable. super cool
it’s been so long since i saw the first one i forgot that this was a story lol
Best game oriented horror series on RUclips in my opinion. The idea of something lurkingdeep inside of old source games is just perfect. Great work!
I appreciate the reaction (your microphone) to the umbrella man not being a stereo “OH MY GOD WHAT IS THAT!???” And just nervous confusion, which is probably how someone would react to something like that.
Underselling it is just as bad as overselling it. That reaction is not the reaction of someone that just spent 5 hours, desperately shuffling through games, trying to find an extremely rare ocurrance.
I love these videos. I would watch a whole series with this investigation vibe for loads of games.
Maybe you'd like an easter egg investigation videos? Id recomend oddheader.
At the end when the entity was chasing the player even though the game was paused, that really honed into one of my fears when I played source games as a kid where I thought there’d be this thing that’d still be able to get me on a paused menu
The game wasn't paused, it had the console out. The game still runs normally with it. Althogh, it wouldn't surprise me...
i was a little skeptical after the first one's use of vr, but this new story direction with the DM editor is interesting! looking forward to seeing where this goes, and how to work that css demo file
Just drop the files into your CSS "cstrike" directory, then open up CSS and type "playdemo cstrike" to view
@@Anomidae Seems like the motion capture is done with something named "FSKY_SVR" with prop_dynamics set at a specific position so it lines up with the map
@@Anomidae Basically you can do this once in a year, for 6 hours?
Cringe PFP
@@fatblackcap4532 lol k
Dude this is like an actually REAL creepypasta, this is insanely cool
Loved this one. A huge step up from the first part -- creepier, better-paced, more interesting. I especially liked the alt history with the DM Editor. It created a sense of authenticity when you called it out as a 'hoax', and then when it actually came into play at the end, I felt both rewarded for my attention and a sense of morbid curiosity. This one also just felt a lot more subtle than Part 1 when it came to the scares. The 'spooky coast' video in Part 1 felt like a creepypasta video (a bit creepy, a bit campy), but the Type 5 in this one was slow, unnerving, and made really great use of what scared me about Source maps as a kid, namely the tight corridors and the forbidden knowledge of console commands that made levels feel artificial and transient.
I'm loving this arg so goddamn much. It's got so many elements that are wierd but still kinda believable. Amazing work
Not arg. It’s horror sfm
@@Zepyrus-l9z it has the element of an arg but the creepiness of a horror sfm.
@@Zepyrus-l9z the downloadable files make it an ARG
@@yeahbuddy7217 screw it. look it up on wikipedia and read the first and second paragraph
@@Zepyrus-l9z args allow the audience to kinda guide the direction where it's heading, in this for example, people were talking about how off the vr movements felt in the last part but here they gave an attempt at an "in-lore" justification having them speculate it's an obsolete SFM workshop tool
Probably one of my favorite ARG's of this year! Wonderfully edited and cut together. Can't wait to see where you go with it next!
People generally understand what is meant by ARG in this context, but yes, as there is no interactive element where the audience can influence the progression of the story, it wouldn't qualify as one. I'd say it's an unfiction story, rather.
@@Quaternality I agree that the first one is definitely unfiction, but with the linked google drive containing the demos and asking for help at 6:18 it feels like he's attempting to go in more of an ARG direction. I think we'll have to wait and see if he actually lets the community impact the story or not
Sooo... because the time ran out and the connection was lost, the recording stopped, but the "player" (whoever that guy in the civvies is) was still there but had no path to follow. I think that hint node tells him where to go since he has no more "inputs" to follow since the recording was halted. Very very interesting. Maybe the DM Editor is more relevant than we think.
After watching the video then loading up the demos and decompiling the maps to see what sorta magic was involved, I've gotta say this is some cool as hell stuff and it makes me want more of this Interloper mystery even if the VR parts did somewhat ruin the believability of the entire thing.
Though I wonder whether any mods and other games (not just Valve ones or Garry's Mod 9) on Source could have the effect similar to Portal, where there's higher chances of certain type of demos to be generated. And also I'm curious about Left 4 Dead and what could happen in it considering it's a co-op game.
Seeing something glide toward you while the game is paused activates an unbelievably intense fight-or-flight instinct in me.
Brilliantly made.
One thing to consider is that the Interloper only moved to 'attack' when the player tried using the console - which to me means it either realized it was a player at that moment, or it's primed to stop the AI (or whatever the entities in the demos are) from abusing the game logic.
Well you see the interloper in the corridor before he opens up the console. I think that was mainly a framing device for that amazing scare.
what happens if the AI in Gmod Nine tries to use the Tool Gun or Physgun?
These videos have been very interesting. If you ever get access the INTERLOPER commands again, I would recommend trying them in "Half-Life: Source" or some Half-Life 2 mods like "Entropy : Zero" or "Black Mesa."
I just clicked on this video, but I just wanted to say how much I loved the first and I’m so happy you’re continuing this.
You're really putting a lot of work into this creepy pasta ARG aren't you? Very cool to see. It might be a good idea to check out Dark Messiah Might and Magic as that was built on source as well as EYE.
Zeno Clash too.
i think also Vampire: The Masquerade - Bloodlines is on source engine
@normalguy no this is just a cool story made by the channel. It's like a creepypasta but with more refinement and polish
You've struck gold with this ARG my friend, I remember for most of the first video I actually believed it was real. Stuck around for the intrigue.
Arg = (0)
So much work done by you. Really astonishing. What surprised me the most is that you" tested" it on dota and gone as far as stating that s2 build doesn't work but you did download old 2015 build of the game. Insane dude.
Awesome dude, really enjoying this series
This is an awesome ARG. There's a clear passion for it and I think you should hone it further.
After that strange type 5 demo, the portal install seems to be bricked on a strange dark map... Have you looked into the files of the corrupted portal install?
Absolutely love this series so far, hoping this doesn't mean we have to wait a year for part 3 lol
i think that the player being in a demo past the end period for the command means that the umbrella man has set his sights on the player, meaning more content can be generate if more things keep happening, now that the player has set himself apart. really good and forward thinking way to continue the story with more frequent uploads honestly.
This is very cool and the inclusion of the demo is great. (although if you download the demos just opening the map file it doesn't work)
I went through the css map file and found out that the command generated a set of models and new entities that play the seemingly motion captured sequences.
There's some other things to note too. There is a viewmodel just sitting in the middle of the hallway with the targetname "HUSK" which sounds a little worrying.
Also the new set of models are in a folder with the name 112121 which I think is when the date of when the demo file was generated, but the strange figure's model is missing, with the path and file name "models/010101/CAPTURE_Cbsgy".
If the other folder name is a date then this one must be January 1st, 2001 which is a date I don't know the significance of. However, what I think is more important is the name of the "model" itself, which I put in quotes because there is no extension in the keyvalue but the file is in the models folder. Capture and then letters I don't know about. Going off of the portal event though maybe it means capture as in to put in captivity? Either that or its capture like taking a picture capture.
There is also a second model that isn't included in the map file with the directory "models/040508/CAPTURE_dWiud" which I guess would maybe be a date of April 5th, 2008 which is another date I don't know the significance of, if these even are dates. I also don't know what "dWiud" could be.
I think the biggest thing here though is that your dismissal of dmeditor might be a little incorrect. Obviously in the portal event a hint node was placed, and in the single screenshot of the editor there is a hint node. But something more important is the name of one of the new models includes dm in the targetname as "dmnpc_capture_pawn" and even the file name as "models/112121/ent_dmnpc_tleet_cge7-193.mdl"
Lastly all the ambience was put into one wav file, including footsteps, which seems kinda weird.
I have a few suggestions for you to do that might yield some results:
Try putting "ent_create" followed by some of the things in the targetnames or model names of the new stuff like ent_dmnpc_tleet_cge or dmnpc_capture_pawn in the console, because those seem like entity names and maybe you can spawn them in independently.
Also look up a list of source mods and just try all of it. Titanfall 1 and 2, The Stanley Parable, Vampire the Masquerade: Bloodlines, Left 4 Dead 2, Half-Life 2: Deathmatch, Portal 2, SIN episodes, etc, as some others have suggested, but I would also like to see you try some source mods. Things found on moddb to see if it works there since this seems to be engine wide, and not specific to one game. Maybe even quickly throw together a mod yourself (If you get XBLAH's Mod Tool it should be a few clicks).
And to the person whos portal broke, send over any new files that might have been created following the the weird umbrella man encounter, maybe there's something important in there too.
For my start of a theory on what is going on, this interloper command is sending you "capture" (the demo), of something occurring on some server presumably at Valve. The "capture" in all these model names might be auto-created to send along with the demo file capturing what had happened in these events. The command you put in seems to be some kind of server address with that ending ":27015", maybe you could do some hacker type stuff and find the IP and figure out a general idea of where the server is. The demos with the tposing characters, or even spookycoast, I have no idea. Why are the citizens hostile or why is heavy tposing in the 2fort intelligence room is a mystery to me.
I think the player dying also has some consistency which might be little important. They seem to die when they don't do anything, like the ones that sit in the void die, and even the ones where they walk around, in the hl2 one when he stands still he dies.
Some things to say about the type-5s:
The one I'm mostly intrigued about about is the CSS one, where the 1337 shows aggression and SHOOTS AT THE FIGURE, and he then gets thrown into the void all gmod admin like and freaks out or whatever that is hes doing. I think someone has control and is actively watching what is going on and the 1337 shooting the figure triggered whoever it was to throw them into the void.
The HL2 type-5 interacts with the weird npcs but I don't know what those things are so I don't know what kind of assumption to make. Some notes about that one though is that you can actually kind of see the figures, looking a lot like gman but they have no briefcase and there seems to be a block coming out of their ass. I'm serious.
The TF2 type-5 I have no idea what to think of. It is very different than the rest of them.
Some of the models found on the CSS data map are similar to the ones on the TF2 one. I'm running into something where, after a few seconds of viewing the data map in TF2, I get flashed images before my game crashes. Dude was right about them being unstable.
@@thesolsticea
I decided to look at the tf2 map and started by decompiling and saw this comment:
[info] Map comment: CHICKEN SHIT ADMINISTRATORS COME GET ME
I am worried
The map closing is on purpose. It comes from a point_clientcommand called "fear" and it calls the quit command after 7 seconds of going near the red intel hallway or after 40.5 seconds through a button on the red balcony.
It's a little late as I'm writing this so I'll just dump entity and model names, I'll list them as farthest to closest to the intelligence (the heavy models are the normal heavy.mdl models):
models/112121/y8sidu7.mdl
models/112121/losp9d8.mdl
models/112121/ent_dmnpc_scouthkdui8sp.mdl (theres that dm again)
models/112121/viewcontrol.mdl (nothing special)
and models/112121/ent_plrhkdui8sp.mdl
plrhkdui8sp is definitely a shortened version of something but I currently don't have the brain power to figure it out
some other things to note:
The point_clientcommand also builds cubemaps which is most likely what those images your talking about are, and there are also a complete shit ton of cubemaps added to the scout hallway
The point_clientcommand also turns the world white with the mat_fullbright 2 command, along with enabling cheats for some reason
There is a button on the red balcony surrounded by a trigger with an info_player_teamspawn inside of it, I'll go one by one
The info_player_teamspawn is named "THE_TOOL_" with the spawnflag combo of 511 (flag 1, 2, 4, 8, 16, 32, 64, 128, 256 (its all invalid it doesn't matter))
The trigger is a trigger once with the name "hitit" that activates the logic_relay that starts the actual sequence.
The "button" is a series of wood blocks as a func_button that spell out F S K Y with the targetname "fuckyou". It also activates the logic_relay.
The logic relay holds a bunch of outputs which at a quick glance seem to just be the sequence (sorry I am tired)
Also addendum to the CSS map, I checked for a map comment because I actually saw the TF2 one and there is, BSPSource told me: "[info] Map comment: FSKY_SVR_GEN"
So in conclusion, FSKY looks important, all this might be done by a rogue employee (inferred from the "fuckyou" and the "CHICKEN SHIT ADMINISTRATORS COME GET ME"). Very interested to see what comes next.
pffhahah, that line about a block coming out of their ass caught me offguard
Also, epilepsy warning.
Just got done looking at the TF2 map. Got it on record. I'll upload the video after I edit it - but in short, walking up to the FSKY blocks on the wall triggers the bugged version of the scout type 5 cutscene. Noclipping around showed what the error models are in the hall from hammer. They're just heavy models but missing textures.
Doesn't seem like there's much else to look at. I'll poke around the CSS map some more to see if I missed anything, but if you look back at the original CStrike type 5 cutscene, the thing in the sky is the same model from the portal video. It's also seen again in the corner when the 1337 gets put into the skybox. It's unnerving, seeing it basically watch the guy hopelessly sit there trying to leave.
Based on the "Connection lost" text on screen at the 6am mark, and the fact that the player regains the controls to the game. I think the interloper command actually pulls the recording/movement input from somewhere else, maybe a server, maybe an ai trainer, something somewhere. After the disconnection, the game is essentially bugged as the player has control even though it's a demo file, and the black entity is spawned in to forcibly terminate the session as it did not end normally.
After this point I think the black entity realized that their connection is compromised and locks the game out from ever being played again.
Based on the word Interloper, which means a person getting involved in somewhere they don't belong, I think the command was forcibly injected into source engine by something else, for whatever the reason. The devs did not put the command there, something else did. It could also means that we might be the interloper sticking out nose where we don't belong.
Either way, whatever was behind the command definitely noticed the OP now, and I have a horrible gut feeling that this definitely isn't the last we will see it. And not this passive either.
This is geniuently unnerving stuff. I haven't been this tense since I saw those gman sighting videos as a kid :D
I hope you continue this investigation. It's very interesting! 🧐❤
This is so well made. I love your stuff. Interloper is very creepy
Dude this had me on the edge of my seat like you wouldn't believe, I can't WAIT for part 3 🙏
14:14 -- Right after A says "Is that the player", at 14:16 a tiny jingle plays. This tiny jingle also plays during the CS:S demo and the Spookycoast demo, when this Interloper person makes an appearance in those demos. Noted!
Edit -- I like the fact that A and L don't recognize the jingle and would love for that to be a contingency, so that we, the viewer, can pick it up as "Interloper Time" when the series progresses and more demos of these kinds are found.
Edit2 -- Why do I have a feeling the red x at the very end of the video and the demos in the drives are connected somehow...
The jingle also played during a night in Voices of the Void ☂
This arg really fooled me.
And you can connect the pieces if you have knowledge of the source sdk except the interloper entity at the end.
Really good. One of the best args I watched.
Not a Arg
awwwwwwww man this was so believable until the jumpscare, keep it up though im really intrigued
Absolutely love how the scary interloper thing just seems to like playing Portal. Like damn, me too.
This gives off such pre-gmod HL2 freakiness and I love every ounce of it
Fascinating.... I’m looking forward to more data from this, keep up the great work :D
This is the only video game "horror" series I actually enjoy. All the other horror/ARG series seem to be trying too hard to be directly horrifying or whatnot, but the INTERLOPER series balances out the first-person-perspective "OMG look a spoopy hallway" with a sense that you are re-watching someone else's demise, kind of like the Blair Witch Project. I personally believe that this would be a scrapped test of some form of Source-engine motion-capture technology that made its way into the games, but before entirely getting rid of it, the devs wanted to have a bit of fun, taking advantage of the uncanny lighting and character glitches. I'm curious to see if this INTERLOPE command would work in Half-Life: Source, certain HL2 mods, or even Hunt Down the Freeman, just for the lols. Perhaps there is some hidden functionality of the INTERLOPE command in certain GSRC games, like the original Half-Life?
love the "nooo, fiddlesticks, what now?" at 0:09
i dont know what happened but "L"s speech wasnt audible in the portal section, but it does have captions. i recommend turning them on while watching that demo
holy shit this is well made, like seriously needs more recognition
14:37 play this slowly and pay attention to the command suggestion list for some behind the scenes :)
lmao, nobody is perfect I suppose
the spook at the end really gave me my childhood nightmares back, thank you i am now afraid of the dark as an adult expecting a flying umbrella man to clip through a wall at any time...
Next epsiode should have some more obscure games like Dark Messiah, Vampire: the Masquerade - Bloodlines, or EYE: Divine Cybermancy. EYE especially, I could see a lot of potential in, atmosphere wise.
Awsome series, by the way. You're very talented.
Mein Gott, E.Y.E. would be a great game to try the Interloper command on!
Woah, I thought that this was all a real thing! This arg is so good! It's creepy and mysterious and fits so much into the Source engine. I love it and would want to see more.
or is it a real thing? i guess i'll probably need to try it out myself then?
3:46 at a certain frame, at 1080p, you can see two weapons in 2 before switching to the gravity gun. They are called the "Catcher gun" and "supercatcher6000". does anyone know what this is?
I like how even when the source engine is being creepy on purpose
Node graph out of date… rebuilding
14:20 you see the umbrella man go to the left when anomidae walks by the glass showing the doorway more
Serious advice and a few suggestions here:
1. Go into your Portal files and back them up BEFORE you reinstall. It may contain the ‘INTERLOPER’ model and entity that interrupted the demo, as well as the map you spawn in. Theres no chance that you get a specific and rare sort of demo just as the window closes.
2. A few more games you could try are Titanfall 1 and 2, HDTF, Stanley Parable retail, Portal 2, INSURGENCY and INFRA.
virtual machine even better to do this, same idea but more control over the game
After watching the video, I have a theory,
When we see the supposed interloper he comes towards the MC and then the game crashes, Many say it looks like the gman model but,
It’s too low poly for the source engine so I think it might be the Goldsrc engine Gman, it may be outstretched as we have already viewed it only works on the source 1 engine (as seen in the dota 2 source engine 2 clip) and not any other engine,but we haven’t viewed Goldsrc,one thing I’d also like to view if it works on the quake engine (predecessor to all valve made engines) if there is another one next year.
(You better not do a valve software on us and not make a third one because I’m invested)
there's a third one now!
This is really quickly becoming my favorite half-life fan media, in the next part i’d really like for the protag to check out the command in non-offical valve games such as Stanley Parable or Black Mesa. Good job :D
i would love to see portal 2! may not fit too well with its more comedic and npc full nature but it would still be cool to see. also for that room that appears when you open portal, do mat_fullbright 1 to see whats there
A return to form in the context of source engine spooks. It really brings the perfect mix of obscure mechanics and source engine ambience to deliver a truly believable, and unnerving mystery.
Hope to see more from you!
13:55 Umbrella man looking through the window.
didn’t even see that
Ya I didn't even see that either WOW this demo thing has a lot to offer 😂😂
Very nice. Impressive.
This makes me nostalgic for something I didn't know I could be nostalgic for
I'm pretty sure it's because of the overall feel of the series. Like we have a game that is 18 old, and we just "now" uncover a new secret, a creepy one at last. It reminds of creepypastas back at the day. Also we have like an investigation into a spooky story with a long forgotten tech that was abandoned by everyone and we want to know what's up. Yeah, I love it
There's only 2 videos and I'm absolutely in love with this series. Amazing work.
These ARGS are really cool! The Gmod ones kinda just keep repeating themselves but this one is unique and genuinely creepy, well done.
Not arg
@@Zepyrus-l9z stop saying this shit, it is an ARG
0:08 we see a lag spike and hear the Dr. Kleiner "Oh, fiddlesticks" line - the same one that plays in "spookycoast". Maybe this is the moment the umbrella graffiti comes back?
That's actually a great theory well done but I'm not sure if that's actually what it is I think it might just be a random npc line but I'm not so sure
Did anyone else notice the "oh fiddlesticks" sfx around 0:08?
I forgot about that. Could be an audio indicator of some kind that the INTERLOPE command is available to use. But given what we know now, it could mean something very different.
@@inxus9040 In the source games that sound is the audio equivelant to the pink and black checkers or the error model. its the game trying to play a sound that isnt found.
Ya me to
hey i know its been a year since this but, holy moly i wish there would be more like this, its really amazing and actually made me creeped out.
the demos in the drive link, in the css, yes it works but the interloper is an error. and the terrorist its not showing the video through his eyes but next to his head.
and about the tf2 one, it just doesnt work, now im not telling you to work on it or something, i DO know the pain of making these and i really loved your work on them, i hope there will be more like this.
and last thing, keep it up !
Any one else’s here “oh fiddle sticks!” like in the misty video? 0:08
On 0,25 speed it sound strange
Imagine if he boots up Half Life: Source and uses this command.
Maybe he'll be attacked by a Flying Office Chair scientist.
idea: what if type 5 demos are not virtual reality, but the leaked brain interface valve was researching?
Leaked temporal personalised 1998 1991 build (do not research 2001) Japanese copy pirated Czech version from 1989
wait was there actually something like that?
Really cool, didn’t expect more than one video from this.
Theory: The Interloper is the Tf2 corrupted Coconut manifested into a human
I love these videos so much, best source content I've ever seen by far
I loaded the demos on my own TF2 and CS:S installations and damn, they actually work! Since I noticed the data.bsp files were map files, I decided to load these up too. Nothing peculiar happened for Counter Strike, but for the TF2 one some strange things happened when I went to RED intelligence room. I won't spoil it though, I recommend people check it out for themselves!
It doesn't work for me ;(
it was quite buggy for me when i loaded up tf2, i was missing all shaders/textures and my mouse controlled my walking movement. did you have any of these issues, and if so, do you know any kind of solution for this? i'd really like to see what's down there, but as soon as i hit the balcony on red side it loaded in the exact same demo that the player uploaded
@@3rdmannn I didn't have any movement issues, but it was indeed extremely dark when I loaded the map up. To fix this, I simply typed mat_fullbright 1 in the console to remove all lighting on the map. After that, the only interesting thing I saw was in RED intel as I mentioned.
Man, when i shot the Heavy and the game started flashing images, I got a heart attack. Big props to Anomidae
I love this, RUclips recommended it to me, and it hooked me so fast. This found footage type documentary style really works. I also feel like it has some Backrooms vibes. But I guess a more correct genre description would be "generated footage" rather than "found".
Anyway, awesome work, hopefully there are more episodes :3
Bro this is such a good ARG... I kinda wish it was actually real
One thing for certain is that the Interloper is absolutely shredding it on that wooden guitar.
So, before I watch I just wanted to mention how interested I am in this and the sheer amount of potential I see in it. I also wanted to mention my critiques and hopes of episode 1, first, I loved how believable it was, I almost thought it was real for the entire video BUT the part with the vr completely broke my immersion and I hope that going forward with the series you keep it within the realm of plausibility. Second, I love the unique approach of secrets hidden in code and glitches (I especially loved the part where the big lead was hidden in the actual texture of the interloper). But again keep it plausible. Third, I hope that the interloper doesn't become some big scary entity, I think it'd be better if it was just something that reveals deeply hidden secrets that no one is supposed to be able to see.
My critiques and hopes of episode 2
Ok so the things i was worried about were somewhat mitigated, I like the approach of saying since the bodies have physics and can touch the world that it isn't vr, perhaps you should lean into that and say it's an early attempt at a fully physics based movement system (like the game "Exanima" for example) or something along those lines. Perhaps you can say the part where you control the camera and spawn a box to control where the npc goes is "an experimental RTS game mode" or something. unfortunately it seems you are making the interloper a monster of some sort, the main reason I didn't want to see this happen is that I feel that "there's a monster in my game" is a bit overplayed by now. However, I still very much enjoyed this and am looking forward to the next episode.
I wouldn’t call it a monster, it’s more like a possible sentient npc or something like that
@@Jayp11259 I guess to be more specific I don't want the interloper to be the antagonist, just something that reveals secrets or perhaps more of a neutral entity
This is intriguing. and I love this.
Man, this is just begging to be turned into an arg already. Or maybe it already is? haven't check out the gdrive folder lol.
In any case this is just amazing, though i should say that the last part sort of broke the immersion of "2011 creepypasta investigation vid". I mean last time, even with the VR stuff it still come off as natural, but this is probably just my own bias, the dialogue (or monologue) just break it to me. Still, it's your stuff and i'm just a critic/hater.
Again, absolutely loved it, i thought this is just a one-time halloween project, so glad there's a continuation.
its fake
@@cooltimothy9586 i know it is
@@Damian125id oh nvm
New to your channel, not a programmer and no knowledge of source beyond playing Half Life...
I totally, legit, thought this was an actual investigation into a real hl2 mystery of a vestigial development artifact until I read the comments.
I've been around for some amazing arg's, but I've never seen one that was as immediately believable as this.
Man this is giving me inspiration to do something equally mysterious but I don't know how I can take this and apply it to something like the Halo Reach or 3 mod tools.
Don't be dissuaded by lack of technical knowledge- you can always learn! See if you can get some friends together who would be interested in helping with an ARG, ask questions on modding forums and Discords, and make the thing!
I clearly must have watched the last one so casually, that it took until this one to start understanding what was going on
Well done!
who's idea was it to look under the random graffiti and somehow discovered this mystery
curious people wondering why its at ground level
Whatever this is, it seems to be associated with wind chimes and bell noises, so i'd say that's a clear indicator of whether it is present in the generated demo.
am guessing the interloper grafiti is suppsed to depict gman
nah it's my uncle philbert
@@Jacox98
am his uncle, can confirm
@@themilkman6969uncle philbert needs to lay down on the noclip bro
14:41
Yk whats funny, the Interloper came from the same direction we saw the Type 4 character come from, meaning that the Type 4 character mustve been dispatched, but the Interloper knew there was still someone else in the game, and went to go deal with them personally.
Huh I guess your right
This might be a stretch, but you should also try the command on the GoldSrc engine. I'm very interested to see how far back this mystery goes.
so happy to see another episode so fast loved the first one and loved this one cant wait to see what you do next!!!
I'm wondering what would happen if it was in HL2 beta
this is so underatted i hope ur channel gets more subs this is amazing
My theory: maybe valve was developing bots to play source games, and each stage is a different level of ai
Type 1: early ai, doesn’t move just shakes camera
Type 2: idk could be the bot accidentally spawns out of bounds and valve terminates it
Type 3: slightly more advanced, understands walking jumps running etc, but is mostly using the with no reason, doing it at random
Type 4: now much more advanced, instead of moving randomly, they actually play the games, the reason portal has more of type 4 than any other is that it is more simple for a bot to understand a puzzle game that is always the same
Type 5: self aware, they are closer to human than anything else
If anyone knows what they think 2 is please tell me, but currently it has stumped me
That would also make sense with the “you think this one’s gonna solve it?”
Edit: maybe the interloper is a type 6 ai, even though that has not been found yet, it might exist because there are only 3 type 5s. The interloper could be a super aware ai, more powerful than the devs. Also some people are saying type 2 could be the interloper, that could also make sense except for why they die at the end of the clip. Also “interlope” is a chapter in half life that takes place in zen, maybe that might help
Maybe number 2 represents the ai/interloper watching you from out of bounds? Probably a far fetched theory, just a thought I've had.
Type 2 could indicate that the bot was supposed to be in an old version of the map where a room was in this out of bounds area.
@@4dblock314 i think that probably makes the most sense
decompiling the data.bsp kinda breaks the illusion but I thought that the type 5 demos were renders and not done with setparentattachment stuff, really really creative and well done.