Titanfall 2's campaign has some of the most memorable levels in any FPS of the generation, and the multiplayer is like nothing else. Really cool seeing behind the scenes.
BT is just the best buddy a pilot can have :) The scene where he tells us "Trust me" before throwing us still gives me shivers after all those years. Currently replaying that awesome campaign, like almost every year since release.
Yeah... it's a shame that Respawn ditched Titanfall for Apex Legends. The multiplayer is unplayable now, at least on consoles because Respawn never tried to stop a ddos attack on the game.
@@IgnitedSteel6 They didn’t ditch it, per se. In fact, Apex is run by its own branch of Respawn now (Vancouver, iirc). Main Respawn is working on Jedi Survivor atm.
@@SmoothTurtle840 they did ditch it, they no longer actively maintain nor do they moderate the servers, the anti cheat hasn’t worked in a long time too.
@@Kono_Dio-Da spaghetti no its one of the best engines on the marlet, one of the best optmized ones specially source two now, remember that its only fair to compare source with engines of the same era.
Calling down your titan in the ending section of the Gauntlet apparently calls down 3 different titans. First one is Commander Briggs' titan, the second one is BT, but the third one you can only see if you hover your crosshair over the titan, FS-1041. This is actually the titan you call down on the last mission, gonna avoid details for spoilers just in case anyone hasn't played. Very interesting!
I think I found out what October 28, 2014 might be. That might be when development first started. It said "The game's two-year development cycle began in mid-2014". October not technically mid, but if they could started making engine/tool tech updates then official creation of new T2 stuff might have started in October If you can check the creation date of that texture, you could confirm
The sky texture at 2:00 is the default Source engine tools/toolsskybox texture, except this is a different material that doesn't use %CompileSky (which makes the Source engine's 3D skybox trick work), which in turn makes the texture visible; typically the outside of a sky cube is covered in tools/toolsnodraw (which makes the material not be drawn). The dev cubes at 13:26 are most likely just a dev material palette for easy picking while blocking out the level. The dev cubes at 22:18 are correctly described, and the specifics is that for any sort of moving model like this in Source engine needs to be parented to a solid brush entity (like func_mover or whatever). Someone in another comment was wondering why they used a sphere instead of a typical skybox: typical skyboxes are textures that are projected spherically onto a cube surface, which introduces a lot of distortion at the edges/corners of that cube. This distortion can be minimized by using a sky sphere mesh, since it's projecting a sphere onto a sphere.
Damn near perfect comment, my only point to add is that you don't have to nodraw any void facing planes, the compiler will remove them. Having said that, it does raise further questions about how the skybox textures at 2:00 are even showing up.
This guy Sources' But seriously, thanks for the details! I kind of love how source has just been this thing that's been around so long and is very particular about how it handles certain things so you can just *know* or pretty easily deduce the purpose of a lot of stuff if you're familiar with the engine.
Also the reason for that box's existence is the binary space partition method (BSP, and the namesake for Source map file extensions) used by Source requires the map to be fully enclosed by brushes to work. The box is there to cover up any "leaks".
I have the art book and I looked through the full thing to see if I could find either of the two artbook models. I didn't find any instances of the one with the orangeish armor, but I did find a few of the one with the light grey armor on pages 9, 113, 123, 125, 136, 139, 158, and 176. There were others that may have been the same model, but were too small to tell. I think both may have been simple prefab poses that could be placed for a sense of scale-on the pages that the grey-armored pilot was on, he was often next to an Atlas titan, and in varying postions and from different angles. There were some similar prefabs, like a pilot wallrunning.
When animations continue out of sight like at 15:42, it's sometimes so that the sounds keep playing (since they're tied to animations, especially for BT's movements) rather than cutting off the moment you can't see the source anymore. It's also used for things like footstep sounds :)
I really hope we're eventually able to get another Titanfall campaign. It was surprisingly good and did a number of things better than I've seen in any other game. Particularly the movement mechanics and despite me typically hating mech gameplay the titans actually felt somewhat fun to play (though I'd still always prefer to not use them).
6:14 The grunt with the grey armour is actually the grunt model from Titanfall 1 and can be found as an easter egg on the multiplayer equivalent of the effect and cause map. Edit: They are both grunts in the Titanfall 1 game! One being the imc grunt and one being the militia grunt. By searching Titanfall 1 grunt and going to images, the first image is of these two grunts in the exact same poses.
Source geek here. The map wth the the visible skybox 2D texture is interesting. Normally, you wouldnt see this rendered ingame because its basicly an entity that loads in a predeterrmined skybox. The fact you can see it means they disabled the skybox function and just turned it into textured blocks with that texture. Which is interesting. Because that is the opposite of what you want to do. But then again, they used a modified version of source so maybe im missing something here.
I love how Shesez is slowly building a carefully handpicked team of presenters who all capture that sense of passion and awe of this show that Shesez himself brings but are also individual enough to keep their videos feeling different and fresh. I can't think of a single guest host that I don't like or wouldn't want to see come back. It feels like Shesez is gradually transforming the Boundary Break brand into a full on franchise and I am so here for it. More is definitely better in this case, especially since each new host will have their own selections of favorite games that they're passionate about and want to present to the audience. This is definitely a shining example of that idea, as Grundoh knocked it out of the park. I was surprised that the run time was so short as there was such a wealth of information presented with so much love that it felt like it went a lot longer than that - I know that's not normally a good thing, but in this case it actually is as each minute was thoroughly enjoyable and felt like it had 5 minutes worth of fun information packed into it.
About the various dev cubes with colours. Given TitanFall2 was build on Source, it very well could be that these are "brush entities" entities that are geometry with a specific purpose, they can range from triggers, to doors, to movement manipulation. the different colours are likely to see them apart in the level editor.
The cube of the texture labelled "skybox" is how skyboxes are done in Source. Normally, any geometry with that brush applied will allow you to see the skybox (the texture isn't actually painted onto the geometry, it's basically allows you to see through the geometry and see the sky behind it). The back-side of that texture would usually just be not drawn because it's outside the level, but I'm guessing that due to Titanfall's modifications to Source, that might not be the case in those games.
6:25 The two grunts are on Page 60 and 61 of Titanfall 2. The models changed but the poses are the same. On page 60 you see a grunt holding a spitfire how how that one holds the TF1 Hemlok. And page 61 has a zoomed in fill of grunt number 2 with an Eva-8 in his hands instead of an R-201 Edit: in the First art of Titanfall book on page 33 we see them again with the exact same models & guns
Source enthusiast here! A couple things I'd like to note: envballs is a test model that dates as far back as Half-Life 2 beta. It was easily the most intriguing thing I found about this video, as it made me wonder what other Valve assets are leftover here. That box using that skybox dev texture is in fact an attempt to make a regular Source skybox, as the geometry alignment is how skyboxes are commonly made, and that is the same skybox texture that is used when modeling skyboxes in the Hammer Editor.
@@TRPYGanja the video was most likely made inside the northstar client, but last time i tried the official servers it worked. for the campaign it doesnt matter cause it's offline anyway
I have the TF2 art book in front of me right now. With the video paused at 6:22, the pose on the left looks to be a draw over or character model swap of an IMC grunt found on page 60. The pose on the right I on page 62. This pose in the book seems to be a straight draw over of the one found in engine. For context: a draw over is when an artist takes a 3D assist and draws over that asset from a specific angle. Though with the level of detail those specific models have at 6:22, it would be weird to do a draw over? So my guess is that they were going to put those specific models in the art book, but cut them for some reason? Again, this is my guess? So take that part for what it’s worth.😄
I didn't see the character on the left at all, and it didn't occur to me to check for model swaps! I left a comment about where I saw the model+pose on the right, which I found on 8 different pages through the full book.
The skybox texture is a source tool. When placing the texture the game will replace it with the skybox you set in the map properties. However there are 2 skybox texture, skybox and 3d skybox. And from my old and crusty memory you can't use both the 2d and 3d skybox at the same time. So that's why your seeing the tool texture maybe? But it does seem they are doing a lot of custom skybox things that may just brake the default source skybox stuff that might of only been used in early development. Oh neat, custom dev cubes. Source only has a limited number of default dev textures for gray boxing your levels, so it's nice to add a few more colors then just orange, gray and more gray. If it was me then I would have stuff like this setup so I can use it as a pallet as hammer (the editor) has a nice shortcut key for the texture tool to select textures from another bsp.
11:52 this is incorrect. this area was actually ment to be used in the cut version of the ending of the training level. At the end of the level you are ordered to call in a titan in the training sim, but the simulation glitches out. Originally a visually different version of the same 'glitching' was developed, where alongside hud visual elements that indicate glitching, you would also be very rapidly, for fractions of seconds, teleported between the platform (from the timestamp) and the platform in the actual level. The idea was that this would give off more vibes of a breaking simulation and look coller, but for whatever reason it was scrapped. Propably becouse it would be even more epileptic than what ended up in the game. Further more, if I remember correctly, this platform would have been accompanied by the skybox from 1:41
It has been a long time since i played this gem of a game but HOT DAMN THAT SLOAN EXECUTION she would just be paste on the inside after those MISSILES SHOT AT POINT BLANK
Not sure if this was a bug specific to my last playthrough, or if it's common (never found a mention of it anywhere): On Effect and Cause, right before you end up in the frozen time section, there are two Legion Titans guarding the bridge. If you go to the future (or whichever one they don't exist in, I forget), you can look straight up and see them in the sky. I was even able to lock onto them with the missiles, but it can't cause damage due to them being frozen. Thought it was a neat bug!
Wow I cannot believe you actually viewed my comment! I’ve been a fan ever since you released that wii sports resort boundary break video, and I just wanted to say every time I watch a new video it just gives me respect for the developer’s, and even in games I didn’t really care to play I still found interesting to watch.
I had the tune "Everybody Dance Now" going in my head while you mentioned a dance party. LOL... anyhow, VERY nice, in depth coverage of this game! I laughed my butt off at the eyes in the helmet part where you yelled out. I have done some of my own 3D programming (from scratch though) and I always used cube skyboxes (90 degree field of view per side). I am guessing the skyboxes they use in this allow them to use fewer textures and are more efficient. Gotta try that sometime. Well done. Loved this.
One of the animators has a channel, it used to be called Titan Toons but I believe the name changed. He's the guy responsible for a lot of the character animations, both campaign and multiplayer.
21:09 This ship is also in the Firing Range in Apex Legends, some players have glitched out and gotten to it but when I saw the inside of the cargo bay I realized it was the same one reused for Apex with VERY LITTLE changes. Edit: if ever it becomes possible or is possible, I'd love to see an Apex Legends episode. Maybe get in touch with the people taking care of the R5Reloaded project, they have a modded client that could probably help setup that one.
Maybe the date on the statue is when they started making Titanfall 2, since they started making it in 2014. It might even be the date that specific asset was made, or the room itself, maybe even when the developer who made the room or asset joined the team. But it was VERY early in Titanfall 2's development so could be any really.
About that part with a different balls with different textures, they actually exist in Half-Life 2 as a weapon and named cubemap ( or something like this) but their textures are broken.
New guy was awesome 👏🏼 loved this episode …. I always hoped we’d see a new Titanfall game , I absolutely loved them, always enjoyed the multiplayer too which was rare for me personally … thanks for a great vid !
When viper takes out your ship and you look up at bt, you can see him idle far away and he will wave right before you land on Barker's ship Just thout you could know since you didn't mention it
I think it's time for an across the board rebranding. It's not just Sheesez anymore, it's more then him. I think you guys should get everything changed to "Boundary Break".
Hey Shesez, you should explore Drydocks. While going OOB I found a Titanfall 1 Militia/IMC soldier. It was at the bottom of the map and there were circles beneath it. I think it was the engagement ring shown in here.
I commented on the h3 video "finally a boundary break of my favorite game" and now i can confidently say finally a boundary break of my second favorite game
9:29 considering this game has AI interact with things, its likely a cover mechanic when other elements are present. Try taking it into a finished map.
In the simulation dome one i actually figured that out myself because I had a glitch where I got teleported behind the wall where you complete that part of the mission and it was so weird
It’s so HEARTBREAKING how EA will not make a new Titanfall game. There is so much LOVE in this game. So much personality in every little thing. AND they used Source, known for Valve games!!! Valve games are PUMPED with personality, no wonder Titanfall 2 is a god tier game.
Get Surfshark VPN at surfshark.deals/shesez - Enter promo code SHESEZ for 83% off and three extra months for free!
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Titanfall 2's campaign has some of the most memorable levels in any FPS of the generation, and the multiplayer is like nothing else. Really cool seeing behind the scenes.
BT is just the best buddy a pilot can have :) The scene where he tells us "Trust me" before throwing us still gives me shivers after all those years.
Currently replaying that awesome campaign, like almost every year since release.
The last level with that gun that can't miss is my favourite
Yeah... it's a shame that Respawn ditched Titanfall for Apex Legends. The multiplayer is unplayable now, at least on consoles because Respawn never tried to stop a ddos attack on the game.
@@IgnitedSteel6 They didn’t ditch it, per se. In fact, Apex is run by its own branch of Respawn now (Vancouver, iirc). Main Respawn is working on Jedi Survivor atm.
@@SmoothTurtle840 they did ditch it, they no longer actively maintain nor do they moderate the servers, the anti cheat hasn’t worked in a long time too.
It's nice that you can still see some aspects of the source engine in Titanfall
No matter how hard to try, the Source Spaghetti always appears
@@Kono_Dio-Da it is eternal
Even the env_balls entity. You can find that in any source game by simply typing "impulse 81" into the console
@@Kono_Dio-Da The jankiness is like GLaDOS, it will live forever.
@@Kono_Dio-Da spaghetti no its one of the best engines on the marlet, one of the best optmized ones specially source two now, remember that its only fair to compare source with engines of the same era.
Calling down your titan in the ending section of the Gauntlet apparently calls down 3 different titans. First one is Commander Briggs' titan, the second one is BT, but the third one you can only see if you hover your crosshair over the titan, FS-1041. This is actually the titan you call down on the last mission, gonna avoid details for spoilers just in case anyone hasn't played. Very interesting!
FS-1041 was to play a big role in cut content. It was a Titan featured in some cutscenes of Titanfall 1, but it got cut partway into Titanfall 2.
I think I found out what October 28, 2014 might be.
That might be when development first started. It said "The game's two-year development cycle began in mid-2014". October not technically mid, but if they could started making engine/tool tech updates then official creation of new T2 stuff might have started in October
If you can check the creation date of that texture, you could confirm
The sky texture at 2:00 is the default Source engine tools/toolsskybox texture, except this is a different material that doesn't use %CompileSky (which makes the Source engine's 3D skybox trick work), which in turn makes the texture visible; typically the outside of a sky cube is covered in tools/toolsnodraw (which makes the material not be drawn).
The dev cubes at 13:26 are most likely just a dev material palette for easy picking while blocking out the level.
The dev cubes at 22:18 are correctly described, and the specifics is that for any sort of moving model like this in Source engine needs to be parented to a solid brush entity (like func_mover or whatever).
Someone in another comment was wondering why they used a sphere instead of a typical skybox: typical skyboxes are textures that are projected spherically onto a cube surface, which introduces a lot of distortion at the edges/corners of that cube. This distortion can be minimized by using a sky sphere mesh, since it's projecting a sphere onto a sphere.
Damn near perfect comment, my only point to add is that you don't have to nodraw any void facing planes, the compiler will remove them. Having said that, it does raise further questions about how the skybox textures at 2:00 are even showing up.
This guy Sources'
But seriously, thanks for the details! I kind of love how source has just been this thing that's been around so long and is very particular about how it handles certain things so you can just *know* or pretty easily deduce the purpose of a lot of stuff if you're familiar with the engine.
Also the reason for that box's existence is the binary space partition method (BSP, and the namesake for Source map file extensions) used by Source requires the map to be fully enclosed by brushes to work. The box is there to cover up any "leaks".
I have the art book and I looked through the full thing to see if I could find either of the two artbook models.
I didn't find any instances of the one with the orangeish armor, but I did find a few of the one with the light grey armor on pages 9, 113, 123, 125, 136, 139, 158, and 176. There were others that may have been the same model, but were too small to tell.
I think both may have been simple prefab poses that could be placed for a sense of scale-on the pages that the grey-armored pilot was on, he was often next to an Atlas titan, and in varying postions and from different angles. There were some similar prefabs, like a pilot wallrunning.
Ooo awesome! Mine is still on backorder but I'll definitely look at those pages! Thanks for looking into it!
When animations continue out of sight like at 15:42, it's sometimes so that the sounds keep playing (since they're tied to animations, especially for BT's movements) rather than cutting off the moment you can't see the source anymore. It's also used for things like footstep sounds :)
oh thats very interisting to know
I really hope we're eventually able to get another Titanfall campaign. It was surprisingly good and did a number of things better than I've seen in any other game. Particularly the movement mechanics and despite me typically hating mech gameplay the titans actually felt somewhat fun to play (though I'd still always prefer to not use them).
Unfortunately that will likely never happen. One can dream, though.
I would love more of the time travel missions or even a game of it own with that machanic
6:14 The grunt with the grey armour is actually the grunt model from Titanfall 1 and can be found as an easter egg on the multiplayer equivalent of the effect and cause map. Edit: They are both grunts in the Titanfall 1 game! One being the imc grunt and one being the militia grunt. By searching Titanfall 1 grunt and going to images, the first image is of these two grunts in the exact same poses.
Source geek here. The map wth the the visible skybox 2D texture is interesting. Normally, you wouldnt see this rendered ingame because its basicly an entity that loads in a predeterrmined skybox. The fact you can see it means they disabled the skybox function and just turned it into textured blocks with that texture. Which is interesting. Because that is the opposite of what you want to do. But then again, they used a modified version of source so maybe im missing something here.
I love how Shesez is slowly building a carefully handpicked team of presenters who all capture that sense of passion and awe of this show that Shesez himself brings but are also individual enough to keep their videos feeling different and fresh. I can't think of a single guest host that I don't like or wouldn't want to see come back.
It feels like Shesez is gradually transforming the Boundary Break brand into a full on franchise and I am so here for it. More is definitely better in this case, especially since each new host will have their own selections of favorite games that they're passionate about and want to present to the audience. This is definitely a shining example of that idea, as Grundoh knocked it out of the park. I was surprised that the run time was so short as there was such a wealth of information presented with so much love that it felt like it went a lot longer than that - I know that's not normally a good thing, but in this case it actually is as each minute was thoroughly enjoyable and felt like it had 5 minutes worth of fun information packed into it.
Agreed. I wouldn't be surprised if he launches a game development tricks and tips series from all he's leaned doing BB
About the various dev cubes with colours. Given TitanFall2 was build on Source, it very well could be that these are "brush entities" entities that are geometry with a specific purpose, they can range from triggers, to doors, to movement manipulation. the different colours are likely to see them apart in the level editor.
The cube of the texture labelled "skybox" is how skyboxes are done in Source. Normally, any geometry with that brush applied will allow you to see the skybox (the texture isn't actually painted onto the geometry, it's basically allows you to see through the geometry and see the sky behind it). The back-side of that texture would usually just be not drawn because it's outside the level, but I'm guessing that due to Titanfall's modifications to Source, that might not be the case in those games.
As a user of the Hammer Editor, this is very true.
fun fact: the material spheres at 8:56 are actually left-overs from HL2, which means this game has even MORE source engine junk hidden inside
This is a game i will always come back to. Best campaign of a shooter, and best multiplayer.
6:25
The two grunts are on Page 60 and 61 of Titanfall 2.
The models changed but the poses are the same.
On page 60 you see a grunt holding a spitfire how how that one holds the TF1 Hemlok.
And page 61 has a zoomed in fill of grunt number 2 with an Eva-8 in his hands instead of an R-201
Edit: in the First art of Titanfall book on page 33 we see them again with the exact same models & guns
4:40
Is that the shop theme from Blinx: the Time Sweeper? Damn, I did not expect that random dose of nostalgia.
Just wanna say you're doing great and it's awesome having even more boundary break every month with you along.
Source enthusiast here! A couple things I'd like to note:
envballs is a test model that dates as far back as Half-Life 2 beta. It was easily the most intriguing thing I found about this video, as it made me wonder what other Valve assets are leftover here.
That box using that skybox dev texture is in fact an attempt to make a regular Source skybox, as the geometry alignment is how skyboxes are commonly made, and that is the same skybox texture that is used when modeling skyboxes in the Hammer Editor.
Best fps ever. Absolutely no competition. The multiplayer and campaign are unmatched and ahead of their time.
The fact that it is running on Source Engine surprised me too. I guess that shows how versatile of an engine it is.
its one of the best engines on the market, including source 2 now, it may not be the best but definetly on top 3 best engines in my opnion.
When you have the source code for a engine and good programmers, any engine is versatile.
Dude I can't handle you boundary breaking so many of my favorite games at a time. My poor heart can't handle it.
just a quick note, not all of the titanfall music in the video is from titanfall 2 the lobby music from titanfall 1 is also included
Good ear! There's also another game track that I forgot to mention blended in somewhere... 👀🦻
There's some lobby music from apex in there too.
@@javkiller bruh its the other way around
14:31 Davis: “Must you get yourself killed every time?”
Droz: “Why yes, yes I must!”
Just got done playing a round of Titanfall 2. It is an amazing game. Thank you for doing this video.
Is it actually working or is it a private game? Last time I tried I couldn't get a match bc of all the bots flooding the game and getting ping 9999😭
@@TRPYGanja the video was most likely made inside the northstar client, but last time i tried the official servers it worked. for the campaign it doesnt matter cause it's offline anyway
@@TRPYGanja the multiplayer is still up but yes, it's overrun with hackers, cheaters and bots. Such a shame, as I loved it back then.
I have the TF2 art book in front of me right now. With the video paused at 6:22, the pose on the left looks to be a draw over or character model swap of an IMC grunt found on page 60. The pose on the right I on page 62.
This pose in the book seems to be a straight draw over of the one found in engine.
For context: a draw over is when an artist takes a 3D assist and draws over that asset from a specific angle.
Though with the level of detail those specific models have at 6:22, it would be weird to do a draw over? So my guess is that they were going to put those specific models in the art book, but cut them for some reason?
Again, this is my guess? So take that part for what it’s worth.😄
I didn't see the character on the left at all, and it didn't occur to me to check for model swaps! I left a comment about where I saw the model+pose on the right, which I found on 8 different pages through the full book.
The skybox texture is a source tool. When placing the texture the game will replace it with the skybox you set in the map properties.
However there are 2 skybox texture, skybox and 3d skybox. And from my old and crusty memory you can't use both the 2d and 3d skybox at the same time. So that's why your seeing the tool texture maybe? But it does seem they are doing a lot of custom skybox things that may just brake the default source skybox stuff that might of only been used in early development.
Oh neat, custom dev cubes. Source only has a limited number of default dev textures for gray boxing your levels, so it's nice to add a few more colors then just orange, gray and more gray.
If it was me then I would have stuff like this setup so I can use it as a pallet as hammer (the editor) has a nice shortcut key for the texture tool to select textures from another bsp.
11:52 this is incorrect. this area was actually ment to be used in the cut version of the ending of the training level. At the end of the level you are ordered to call in a titan in the training sim, but the simulation glitches out. Originally a visually different version of the same 'glitching' was developed, where alongside hud visual elements that indicate glitching, you would also be very rapidly, for fractions of seconds, teleported between the platform (from the timestamp) and the platform in the actual level. The idea was that this would give off more vibes of a breaking simulation and look coller, but for whatever reason it was scrapped. Propably becouse it would be even more epileptic than what ended up in the game.
Further more, if I remember correctly, this platform would have been accompanied by the skybox from 1:41
It has been a long time since i played this gem of a game but HOT DAMN THAT SLOAN EXECUTION she would just be paste on the inside after those MISSILES SHOT AT POINT BLANK
This is the Boundary Break episode that I have been YEARNING for!
ok so warning for funny ear but no warning for the loud jump scare reaction to the inside of the heads earlier? dude pls
Congratulations on being able to temporarily join the UA-cam channel you have enjoyed for a while!
we need titanfall 3 so bad
Even outside the bounds of reality, there is no stronger bond under God than that of a Man and his Giant Robot
Not sure if this was a bug specific to my last playthrough, or if it's common (never found a mention of it anywhere):
On Effect and Cause, right before you end up in the frozen time section, there are two Legion Titans guarding the bridge. If you go to the future (or whichever one they don't exist in, I forget), you can look straight up and see them in the sky. I was even able to lock onto them with the missiles, but it can't cause damage due to them being frozen.
Thought it was a neat bug!
This is one of my favourite games ever. I still go through the campaign every once in a while
YAY ITS HERE TITANFALL 2 OUT OF BOUNDS I BEEN WATING FOR THIS!!!!!!!!!
This is probably my most requested video and i was not disappointed thank you team Shesez and best of luck with your return.
Wow I cannot believe you actually viewed my comment! I’ve been a fan ever since you released that wii sports resort boundary break video, and I just wanted to say every time I watch a new video it just gives me respect for the developer’s, and even in games I didn’t really care to play I still found interesting to watch.
I didn’t even start watching but I already know this is gonna be my favorite episode yet!
so at 1:20, the mountains are projected skyboxes, this is a technique used in other source games to save memory
I had the tune "Everybody Dance Now" going in my head while you mentioned a dance party. LOL... anyhow, VERY nice, in depth coverage of this game! I laughed my butt off at the eyes in the helmet part where you yelled out. I have done some of my own 3D programming (from scratch though) and I always used cube skyboxes (90 degree field of view per side). I am guessing the skyboxes they use in this allow them to use fewer textures and are more efficient. Gotta try that sometime. Well done. Loved this.
FINALLY! I remember requesting for Titanfall 2 years ago!
I forgot how good the music is. It sounds like something from a movie.
One of the animators has a channel, it used to be called Titan Toons but I believe the name changed. He's the guy responsible for a lot of the character animations, both campaign and multiplayer.
There's another one as well, Ranon Sarono (yt is 'hyper' I believe). He also did a ton of work on Titanfall 2 and Modern Warfare 2019 as well!
Forever wishing for a Titanfall 3. The sky boxes are beautiful I never actually realized. Such a good game
The significance of the 10/28/2014 is that it’s today but 9 years ago
21:09
This ship is also in the Firing Range in Apex Legends, some players have glitched out and gotten to it but when I saw the inside of the cargo bay I realized it was the same one reused for Apex with VERY LITTLE changes.
Edit: if ever it becomes possible or is possible, I'd love to see an Apex Legends episode.
Maybe get in touch with the people taking care of the R5Reloaded project, they have a modded client that could probably help setup that one.
i was just manually checking your channel to see if there was a new episode. cool.
Hey something that you missed in Cause and Effect, there is a secret room next to the hallway fire pit that contains a timecop easter egg,
The skybox texture is an effect of the map not properly being sealed most likely.
Maybe the date on the statue is when they started making Titanfall 2, since they started making it in 2014. It might even be the date that specific asset was made, or the room itself, maybe even when the developer who made the room or asset joined the team. But it was VERY early in Titanfall 2's development so could be any really.
About that part with a different balls with different textures, they actually exist in Half-Life 2 as a weapon and named cubemap ( or something like this) but their textures are broken.
Yes! I’ve been waiting for this day to come where Titanfall is covered
Low poly fighting ships works in place of low poly birds since this is Titanfall 2.
7:22 The untextured model here rad recycled into bloodhound in apex legends
idk whose idea it was to add blinx music to this but you have my approval! 👍👍
It was one of my favorite games growing up and I just started playing through it again! Good to see another fan!
@@grundo absolutely. Grew up on blinx, jet set radio, and halo
i remember requesting this in the server, me happy
Waited for this episode for a long time. Titanfall 2 is a masterpiece and it was fun seeing all the tricks they used. Thanks for the upload 😀
I was wearing headphones at 6:40
Never been more glad to see a video title before… glad to see my favorite game is getting the attention it deserves
New guy was awesome 👏🏼 loved this episode ….
I always hoped we’d see a new Titanfall game , I absolutely loved them, always enjoyed the multiplayer too which was rare for me personally …
thanks for a great vid !
"he'll be back in November"
Me: man that's so far awa-.... Oh my
Yes! awesome I've been waiting for this for what feels like an eternity 💜
When viper takes out your ship and you look up at bt, you can see him idle far away and he will wave right before you land on Barker's ship
Just thout you could know since you didn't mention it
The date on that texture is probably when the work began on the game assets.
6:41. Thanks for the nightmares, Grundo. I thought I have seen the last of AC: Unity's abominations. I guess they migrated to Titanfall 2.
So great to hear Out of Bounds stuff for a game you haven't played yet.
You did a fantastic job my dude!
Excellent video, very in depth!
I'm glad you enjoyed it! 😁
I wished that this game would get a episode someday.
Thanks! :D
Wow I can't believe this was on Source.
YOU NEED TO DO - RE-VOLT the RC game from PS1 era. From what i gather there was a 2 and 3 but no idea when or if they released.
damn the skybox is literally a box
7:33 that's why all the bosses call you pilot
I would like to believe at 0:53
The date placed underneath the Nessy Doll, is the Day Titanfall 2 Began Development.
Shesez is starting an empire.
I’m so hype for you to be doing my favorite fps
Yes, this is what I needed. Atleast one good thing can happen today
Protocol 3 protect the pilot.
Never forget BT
This was a great episode, one of my favorite games of all time
I think it's time for an across the board rebranding. It's not just Sheesez anymore, it's more then him. I think you guys should get everything changed to "Boundary Break".
I was just thinking about that there was no Titanfall 2 Boundary Break and that something should be done about it. Well, here we are!
Man they barely changed that cubemap model 9:02
God I love the source engine dude
I’ve got the book floating around somewhere standby for answers; got it at the midnight release for Fallout 4 with a Titan Statue from a raffle
FINALLY! Today I started and finished this wonderful game and I can finally watch this video!
Hey Shesez, you should explore Drydocks. While going OOB I found a Titanfall 1 Militia/IMC soldier. It was at the bottom of the map and there were circles beneath it. I think it was the engagement ring shown in here.
I commented on the h3 video "finally a boundary break of my favorite game" and now i can confidently say finally a boundary break of my second favorite game
9:04 In HL2, it's called "weapon_cubemap"
I wasn't able to find the artbook grunts at 6:28 in the Titanfall 2 book, however, I was able to find them in the first game's book on page 33.
Nice work as always :)
Titan Fall 2 made with valve's Source engine?!
One of the best games ever made, if you haven't played it yet you should, so glad you did an episode on this 🍻❤️
9:29 considering this game has AI interact with things, its likely a cover mechanic when other elements are present. Try taking it into a finished map.
I’ve been waiting for this all weekend!
I like the new narrator. He seems nice.
6:39 JESUS ON HEADPHONES THAT SCARED THE LIFE OUT OF ME
In the simulation dome one i actually figured that out myself because I had a glitch where I got teleported behind the wall where you complete that part of the mission and it was so weird
It’s so HEARTBREAKING how EA will not make a new Titanfall game. There is so much LOVE in this game. So much personality in every little thing. AND they used Source, known for Valve games!!! Valve games are PUMPED with personality, no wonder Titanfall 2 is a god tier game.