@@Igrium Is it as simple as my brain is suggesting it is? Everything ive worked with in Source (not a ton, ill admit) is pretty easy to replicate over in the other games. (Also, not trying to discredit the effort put into your work, I couldnt design an actual map for the life of me)
@@zeallust8542 From a technical perspective, it's rather straightforward (aside from the inevitable glitches caused caused by Source weirdness). The tricky part is having a good enough understanding of cinematic suspense to make the whole thing work. This is where my background in film came in handy: it gave me the tools to put much more thought into when and how I construct these sequence for the best effect. In fact, almost half the time I put into these sequences was spent in Audition designing the sound.
@@Igrium Hey thanks for the response mate. And yeah, that whole understanding thing is my issue. Im a horrible designer when it comes to things like that lol. I understand how they work in the same way I understand art in general. Very well, however, I cant create it.
how'd you manage the part where the whole room broke away to xen? I peed myself a little bit I was so impressed as someone who dabbles in hammer editor I was absolutely dumbfounded
@@terrypvcringe9093 It's rather complicated and *very* technical. The first thing I did was map out the room in Hammer the way you normally would. I knew from the beginning that I wanted it to break away, so I made sure to keep it small. Then, I copy-pasted the room into a separate file and used a program called Pragma Filmmaker to export the entire thing as a glTF, which I brought into Blender. In Blender, I used the Cell Fracture addon to break the walls up into lots of tiny pieces, and I made each of those into a rigid body, which I connected together using breakable constraints. I then lowered the gravity, added various force fields, and played with other physics settings until I got them to swirl around the player like that. Once I was happy with the physics, I used a simple Python script to convert the rigid bodies into a set of animated, armature-based models with bone for each piece. Each model was then exported back into the engine and applied to a prop_dynamic. (There were several technical hiccups getting this to work that I won't get into.) The final piece of the puzzle was the lighting, sound design, and all the other effects that went into it. Because Source doesn't handle lighting very well on dynamic models, you actually start the sequence in the original, brush-based room. The light flickering out then hides a teleport into a completely separate room, this one built out of the models. Once the walls break apart, and there isn't a bunch of interior bounce lighting to worry about, an env_projectedtexture and a few light_spots are sufficient to light the scene. And of course, the whole thing wouldn't have worked without the proper buildup and cinematic suspense leading up to it.
25:12 the map is already awesome and deserves a favorite and then this part comes and you just want to thank the creator personally for being so creative and actually going through with this
Totally agree! Igrium did an incredible job with this, like this is Valve themselves levels of map/hammer work. The room breaking apart was awesome, the following cave/GMan glitch was creepy as hell and then, on top of that, Igrium dumps you into the Puzzle Maker styled chamber! Great map and a lot of fun to experience. Thank you for watching and for the comment too!
@@skeleton819 The only coding I used for this was a small Python script I made to assist with the office destruction sequence. Just put some time into learning Hammer and you could totally do something like this.
38:13 - You always catch me by surprise with those clever edits of yours, absolutely stunning (literally)! And I *_really_* appreciate the added subtitles during the muffled conversations, helps a lot!
38:13 thank you for spotting that! And glad you liked the subtitles too, i actually also got the sound files for those conversations and synced them up in the edit to make them clearer too, they were a lot harder to hear when playing. As always, a big thank you for watching!
The Puzzle Maker aesthetic looks awesome and works so well with the whole multiverse concept, like somewhere, there has to be a version of reality where that is normal, thinking about the bendy in the observation room window... maybe it's their version? Thank you for watching!
Honestly, I think the Level Editor in Level (as I'll put it, the "Meta Level") is more of a creepy, "somehing has gone wrong" aesthetic than just a general one. Meta Level, otherwise, was used super effectively, here.
The level editor style completely threw me off when i saw it, Igrium did such an awesome job getting every detail of jusr right. and yeah it ties in really well to the whole multiverse idea, do you think that is what everything looks like to the bendy characters in their version? Thank you for watching and for the comment too :)
Holy crap, that was amazing!! What a fantastic adventure this took us all on. And yeah, the PeTI builder skin on the last one was both hilarious and awesome. Very clever reworking of the puzzle to keep it the same but different. Brilliant work all around.
I loved everything about this one! and yeah i'd love to see the PeTI aesthetic become an actual thing, it was instantly recognisable and works so well with the multiverse idea Thanks for watching dude!
Thanks! Fun fact, the puzzlemaker aesthetic was what lead me to make this map in the first place. I saw the puzzlemaker models in Hammer and realized, "wait, you could put this in an actual map!" But I'm a filmmaker, so I knew I had to properly build up to it; I couldn't just throw the player in there at the beginning. That's how I came up with the trip-fest that's the rest of the map: it was needed to justify the puzzlemaker at the end. I ended up taking it a little too far :)
"How the hell do you make the source engine do that". Well, you make the room out of individual pieces and when the time comes you just make them go in a defined pattern. Oh and set the skybox to that funky nebula. That's how
0:29 - Myself being one of them :3 1:50 - I cannot comprehend how one can even make those sounds 8:05 - Good ole' ending "gotcha!" 15:26 - I love how this map keeps you guessing 17:53 - It's January, ngeruma! 19:18 - Suspense > Jumpscares 24:21 - Lots and lots of custom models and animations 25:08 - I've always dreamed of making a puzzlemaker-style puzzle. Igrium went ahead and did it for all of us :D Great video as per usual, this map was right up your alley!
0:29 I think you were actually the very first looking at my emails. :) 1:50 it helps to shake your face about as you do it. 8:05 yeah that was a very smooth, "nope.... i'm not done with you yet" by Igrium. 15:26 agreed, there was no "re-sued gimmicks" in any of the weirdness. 17:53 :D 19:18 totally! 24:21 the amount of time and work that it must of taken to make every one of those pieces it's own model that could be assembled into a room and then animated apart. very impressive and awesome dedication too. 25:08 I really do love that as a chamber aesthetic, i wonder if Igrium would be willing to let it be incorporated into BeeMod maybe somehow, although the way the puzzle maker indicators like for the panels and steps work, would probably be beyond BeeMod i guess. Thank you for recommending this map! easily one of the most enjoyable portal experiences i've ever had! Thanks again!
24:21 - I've seen this same trick before, used in a Garry's Mod map known as *rp_Waystation* . It's not actually just animated models, but genuine physics at play here (which I have yet to figure out)! -(Same thing can be seen in Half-Life: Alyx as well, but with a different engine probably comes with a different approach to it.)-
@@MrGermandeutsch If I'm not mistaken (I was in the server where Igrium was sharing their progress), it's a physics simulation they did in Blender (which handled both the animations and the whole "turning walls into smaller chunks" part), then exported to Source. I'm probably oversimplifying though, but it's mostly smokes and mirrors. Not that it's not impressive though, it very much still is!
@@HugoBDesigner Interesting. I may be a bit hesitant to believe that anyone would put so much effort into a map, but that's probably because my mindset is still stuck in the early 2010. Well if that's indeed true, then render me impressed! I honestly would have never imagined that this much work would have been put into it.
I appreciate that you take your time and look at everything, your little quips make me smile too, watched this at 1am too so you kept my attention while I am dead tired, thats a big deal!!!
Hi thank you for giving the video a try, i'm really glad you enjoyed it, you shouldn't watch my videos after 1am though, there's like a gremlins thing going on that i'm not supposed to mention :D Thank you for watching and for your comment, i really do appreciate it!
Thank you so much for your kind words, and yeah i love weird portal! Thank you so much for your comment and for watching! as for the sub count, it's probably the accent ;) lol
the bit at 22:00... I didn't even think about using the cubes as stepping stones. That's good. I portaled over to the other side, but the cubes probably would have been easier. I was wonde3ring why they were there lol 24:22 I would like to remind everyone that this game is twelve years old, and the engine it's running on is 19. And finally, 36:59 is such a big brain gamer move. I gave up earlier and ended up cheesing it by throwing one of the cubes up there from the lower platform. Definitely not the intended solution, but One of the things I like about this map is how the small changes in the background - Certain panels no longer being portalable, Elements moving to different areas, Grates/glass appearing, etc. Make it progressively more difficult to cheese the level. So whether you solved it the intended way or not, it's always a little more difficult, and a little more satisfying. Overall very good map. Also holy crap, dude! You're almost at 4k subs! Well done!
Hey dude, nice to see you again, hope you are well! 22:00 I figured Igrium designed that bit with the intention of players using the cubes like that, i mean the stepping stones over sketchy water is like a gaming classic :) 24:22 yeah it's weird to thing this game can still be so impressive even though it's so old, you see worse effects in some AAA games these days, so it's a testament to how good map makers and modders can be with this. 36:59 i agree with you, the variation of the puzzle each time kept them interesting while making each one that bit harder too. i thoroughly enjoyed all of this map, story, effects, and puzzles too :) Thank you, youtube randomly decided to push this video and the numbers shot up all week, i have no idea why but i'm certainly not complaining:D Thank you for watching and for the comments too
I find it interesting they chose the original "Casting Call" image for Cave Johnson which was actually supposed to be used for F-STOP in that cutscene morphing into the 1970s Cave Johnson, I wonder what that means? I hope the creator makes a followup to this map because god damn that is some Black Mesa Source levels of impressive map skill there. And I need more of that out of my mods god damn.
@Sci Oh that's an interesting angle, if i'm following what i'm thinking you're thinking, then i hadn't considered that for what was going on here, i was thinking it was the other face we see in that cut scene that the conversation through the wall was referring to! and that we may be closer to them then we realised. :D I would love for Igrium to make some more to this but at the same time i kind of really like that this is a bizarre one off moment from the mess of the multiverse concept. And i totally agree with you about the map making skills shown throughout this one! very impressive work by Igrium! Thank you for watching and for the comment too!
The part where you enter the test chamber for a second time is where the music plays a unused version of the hub/PETI theme. I also think the creepyest part is just the test chamber ambience and how you can hear the test chamber settling and what is happening outside of the test chamber
Ah yes, the Aperture Bendy, the perfect representation of the humble faceless expendable Aperture employee :D Thank you for watching and sorry for the late reply
I get a comment that i sound like Wheatley quite a bit, i usually figure it's because we both sound like a moron :D Stephen Merchant has a bit more of Bristolian sound to his voice than me but yeah it's not far off. Harry101uk does a pretty much perfect Wheatley voice though. and i can't say anymore but there may be a mod in the works that i did some voice lines for ;) Thank you for watching and for commenting :)
I remember my first playthrough I was in a discord call with my friend and we were playing a bunch of bad maps and a few good ones. We played this one and we both were TERRIFIED
At 23:00 , the captions read "water gun" instead of "Vortigaunt". Aside from that, though, love the video, love the metatexual wankery, big props to both you and to Igrium!
that's pretty funny, i never noticed that auto caption error, i'm definitely going to let that stay though now :D Thank you for watching and for commenting too, glad you enjoyed it!
Wait what?? there was someone in the observation room when things went weird the first time? i totally didn't spot that, and i'm trying to find it in the video now but cant see it, that's such a cool detail if there was, do you have a timestamp? i'd love to see it. Thank you for watching and commenting too!
ah ok, that would of been a really cool little extra detail and would totally work too since we end up in the observation room ourself and in the puzzlemaker style chamber there is a bendy there, plus it would tie in with my theory that **potential spoiler below** . . . . . . . . . we are the intruder and we are in fact the GMAN :)
Hey sorry for the very late reply and yeah it amazing how talented some map makers and modders like Igrium are, he did an amazing job with this one. Thank you very much for checking out my channel, really pleased you like the videos enough to subscribe, much appreciated thank you!
Holy shit this is one of the best designed community maps I've ever seen. The cinematic stuff is absolutely mind blowing. Especially the room breaking apart. The puzzlemaker styled chamber was very very neag but also strangely... eery. It feels cold and uninviting. The uncomfortably evenly lit environment. It really added to the unnerving atmosphere this map has. 100/10
I completely agree with you! Everything about this one was done so well, and no detail was sparred. The puzzlemaker style does give a cold sterile feeling to it, it looks wrong but yet it's so familiar that it's also right ...if that makes sense lol Interesting that you mention the cinematic quality, Igrium has said in another comment that he has a background in film so Igrium's skill there clearly cross over to their mapping and modding too. Thank you for watching and for the comment :D
24:25 how he does it is using the engine as it already has the ability to do debris if you remember the original gameplay,the suspension room falls apart and they are moveable meaning how he does it is just manipulate the debris to move around like that
It was more an expression of how impressive it was to see at the time, Igrium actually made all the separate pieces of debris as individual models assembled them like a jigsaw to create the room, and added individual animated paths to each piece to pull the room apart. Thank you for watching and sorry for the very late reply
I just realised, Krzyhau's videos and this map are a lot like those old flash games "This is the only level". Same level, different gimmick each time, like the door is fake or your controls are backwards. I would definitely play a mappack of remixed versions of the same level.
I dont know if the muffled gun shots and explosions coming from above were in the original game, but it makes sense because according to the lore of portal and half life, they are in the same universe. Also aperture science labs are under ground, so the explosions and gun shots from ABOVE makes sense. These sounds would probably be the 7 hour war from half life happening above. Also the g man and vortagahnts from half life straight up appear in this mod. So all of this put together makes a whole lot if sense. Just wanted to point this out.
Me too, i think Valve's idea of basically handing the game over to the community under the guise of the multiverse was genius, this way the game gets to keep going forever, and there's so much great content for it now too. Thank you for watching and for commenting :)
hey sorry for the very late reply, and yeah i never realised how much i do it until i started making videos, i had a problem pronouncing R sounds when i was little so my mum taught me to roll the sound like that and i guess it stuck permanently, now i kind of just do it for fun too :D i looked up Black butler and i kind of hear what you mean. Thank you for watching and commenting too
have never seen one of your videos before and never seen this mod, was annoyed right of the bat with you expecting a jumpscare litterally every where and around every corner, not to mention in the VERY First Room. also, that was the Enderman sound from minecraft. 18:30
when someone suggests to you that a community portal map might have something a little weird going on, then it's pretty much always a jumpscare, if it had been just that, there probably wouldn't of been this video which is why i was having fun with the idea how i normally do with horror mods. One of the great things about youtube is if something personally annoys you, it's really easy to find something else to watch, and yes that was the enderman sound effect.
Cool, this is the first time i had ever seen it, it looks great as a map aesthetic. i'll see if i can find "Trapped in the editor" on the workshop, thanks, and thanks for watching too :)
it's really cool to see when map makers go that extra distance like this, the amount of work and effort is seriously impressive. Thank you for watching and for commenting too :)
a 40min ngeruma video with a custom thumbnail on a friday evening that is also a horror mod. the weekend just got better after watching the video: holy fuck that was absolutely mindblowingly amazing map. i cannot express my joy, horror and satisfaction in words as a non-english speaker but please continue showcasing more maps like this
I loved everything about this map, really impressive work by Igrium! I hope to do more one off videos like this more often this year, i'm still going to do the monday videos, but maps that are more special like this as their own videos Thank you for watching, glad you enjoyed it!
In the first round when you get a normal cube you could just direct laser into laser cube dispenser and make 2 portals(stay on the level where exit door is) then jump into one of portal and grab the cube mid-air. Later you accelerate up and land on the same platform with laser cube then you’re done with first round of chamber!
Hi sorry for taking so long to reply, and yeah i think you're right that would work, the first trigger for the weirdness is touching the reflection cube while it's in the air in that space so your way would still do it. Thank you for watching and for commenting too :)
First of all, praise be the Algorithm for he giveth and he recommendeth Second, thanks to Igrium for creating this, it was great. Third, I absolutely love how you RRandomly do hard R in words, sounds cool :D
Hi sorry for the late reply, and thank you for giving the video a try!, much appreciated! and i agree with you, Igrium did an incredible job with this, easily one of my all time favourites now. You mean the thing where i sometimes roll the r sound a bit? some people find it annoying :) i used to have a bit of speech impediment so it's how i learnt to say the r sound properly and it kind of stuck lol Thanks again for watching and for commenting too!
You've just made me realise you never really see TF2 get crossed over into the other valve games, i know the style is very different but since valve introduced the whole multiverse thing there's no reason not to :) Thank you for watching!
I played the puzzle before you (don't really play puzzles much) and finished it in exactly 38 minutes, I wasn't trying to match your time but I did lol, this puzzle has a very consistent playtime of about a half hour I guess lol
Oh weird, HugoBDesigner did a video on this as well and it's pretty much the same length too :D Thank you for watching and i hope you enjoyed the map, i really loved this one.
Please don't make auto-translation for video title. The map name from title now translated for me to russian lang and can't be found in workshop. I know, there is map name in description, but anyway, translation is too extra. And i can't disable it! UA-cam not letting me do this!
Also this makes misunderstanding video language. I see russian title in the home page and thinking that video is on russian lang, but it's not. Random russian guy will open this video, listen lang that he don't understand and close the video. Ok, i'm know english a little bit, i will not leave the video, but it still not cool to see russian title in the home page while video is not on this lang.
@@nexpid I'm uploading some videos to youtube (second channel) before, no, it is his fault. UA-cam will not translate all this automatically without your actions
Oh, fantastic! An upload on a friday this is a amazing! Hopefully my fathers friend can come over tomorrow to voice act in my portal 2 map! I hope your doing well and thank you as always for fantastic content! And this map was crazy here is me trying to work out how to make a light illuminate a room and people doing amazing stuff like this 24:01 that's some awsome talent!
Ah the good doctor! hope you're doing well too! Yeah i was hoping to do every Monday and Friday, but time wise i think i'll have to try and aim for every Monday and every other Friday instead. Oh cool, you're going to have custom voice lines too? that's great, i'm looking forward to trying it out. This map was incredibly impressive build/design/ and effort wise. and think of it this way, the light might've been tricky this time, next time you need one, it will be easy :D you'll get better and better each step! Thank you for watching and thank you again for your kind words! i wish you all the best too!
Very fun map, and you're right i didn't consider the bend in the window as anything other than what you see when you place one in the puzzle maker, but looking back ....was it an alternative us? we were just there :) Thank you for watching and for commenting too.
It really does, it seemed wrong when i was making it in Source Filmmaker, i tried adjusting the size of the GMan model but it just looked wrong, everything seems so much bigger when not in first person. Thank you for watching!
I love how they recreated the effect when the G Man or Vortigaunts pause time to move you/things
Igrium did an incredible job with this one, the details like that time interference were perfect!
Thank you for watching and for commenting too!
I actually ended up decompiling some of the hl2 maps and looking at how they did that.
@@Igrium Is it as simple as my brain is suggesting it is? Everything ive worked with in Source (not a ton, ill admit) is pretty easy to replicate over in the other games.
(Also, not trying to discredit the effort put into your work, I couldnt design an actual map for the life of me)
@@zeallust8542 From a technical perspective, it's rather straightforward (aside from the inevitable glitches caused caused by Source weirdness). The tricky part is having a good enough understanding of cinematic suspense to make the whole thing work.
This is where my background in film came in handy: it gave me the tools to put much more thought into when and how I construct these sequence for the best effect. In fact, almost half the time I put into these sequences was spent in Audition designing the sound.
@@Igrium Hey thanks for the response mate. And yeah, that whole understanding thing is my issue. Im a horrible designer when it comes to things like that lol.
I understand how they work in the same way I understand art in general. Very well, however, I cant create it.
Thanks for playing my map! I'm glad you liked it. If you have any questions about the development, feel free to ask.
How'd you pull off the Puzzlemaker aesthetic??
@@7GrandDadsHere Custom models and materials, and a lot of studying the source material.
Ngl, I expected G-Man to show up... Maybe the title card of the video was a tad clickbait-y...
how'd you manage the part where the whole room broke away to xen? I peed myself a little bit I was so impressed as someone who dabbles in hammer editor I was absolutely dumbfounded
@@terrypvcringe9093 It's rather complicated and *very* technical.
The first thing I did was map out the room in Hammer the way you normally would. I knew from the beginning that I wanted it to break away, so I made sure to keep it small. Then, I copy-pasted the room into a separate file and used a program called Pragma Filmmaker to export the entire thing as a glTF, which I brought into Blender.
In Blender, I used the Cell Fracture addon to break the walls up into lots of tiny pieces, and I made each of those into a rigid body, which I connected together using breakable constraints. I then lowered the gravity, added various force fields, and played with other physics settings until I got them to swirl around the player like that.
Once I was happy with the physics, I used a simple Python script to convert the rigid bodies into a set of animated, armature-based models with bone for each piece. Each model was then exported back into the engine and applied to a prop_dynamic. (There were several technical hiccups getting this to work that I won't get into.)
The final piece of the puzzle was the lighting, sound design, and all the other effects that went into it. Because Source doesn't handle lighting very well on dynamic models, you actually start the sequence in the original, brush-based room. The light flickering out then hides a teleport into a completely separate room, this one built out of the models. Once the walls break apart, and there isn't a bunch of interior bounce lighting to worry about, an env_projectedtexture and a few light_spots are sufficient to light the scene.
And of course, the whole thing wouldn't have worked without the proper buildup and cinematic suspense leading up to it.
25:12 the map is already awesome and deserves a favorite and then this part comes and you just want to thank the creator personally for being so creative and actually going through with this
Totally agree! Igrium did an incredible job with this, like this is Valve themselves levels of map/hammer work.
The room breaking apart was awesome, the following cave/GMan glitch was creepy as hell and then, on top of that, Igrium dumps you into the Puzzle Maker styled chamber! Great map and a lot of fun to experience.
Thank you for watching and for the comment too!
Thanks so much! It means a lot.
@@Igrium thanks for making this and for being this creative :)
The enderman sound mixed in with the vortigaunt chant, lmao.
I REALLY did not think people would notice that as much as they did.
@@Igrium people are VERY familiar with that sound it seems haha, regardless, it's all amazing, huge well done on this!
@@itsCh4rl1e Thanks. I was using it for inspiration and then I thought "fuck it, I'm not monetizing this anyway"
To be fair though. The end and xen are kinda similar. Strange creatures, floating islands, and a big creature taking control in the very center
@@Igrium It's quite the memorable sound
i love how the test at the start makes it feel like its a normal ingame editor map
sad that you need crazy 3rd party virus sites to even make like a really cool map with cutscenes and custom stuff
@@skeleton819 its literally just the hammer editor, Which is included with the game.
@@RoboSkyrat ok then, 10+ years of coding experience
@@RoboSkyrat its sad you need 10+ years of coding experience to just hope you can do it
@@skeleton819 The only coding I used for this was a small Python script I made to assist with the office destruction sequence. Just put some time into learning Hammer and you could totally do something like this.
Okay I can't hold back from it :)))))
Intruder alert! A RED Spy is in the base!
Chrońcie walizkę!
It's cool how he used the texture from Black Mesa's Xen skybox for the limbospace scene.
Yeah it's a beautiful sky box, i think this is the 2nd map i've seen to make use of it and it always looks great.
Thank you for watching!
38:13 - You always catch me by surprise with those clever edits of yours, absolutely stunning (literally)!
And I *_really_* appreciate the added subtitles during the muffled conversations, helps a lot!
38:13 thank you for spotting that!
And glad you liked the subtitles too, i actually also got the sound files for those conversations and synced them up in the edit to make them clearer too, they were a lot harder to hear when playing.
As always, a big thank you for watching!
Ooh this one was awesome! The Puzzlemaker style should totally be a thing in BEEmod 👀
New style moment il make it
The Puzzle Maker aesthetic looks awesome and works so well with the whole multiverse concept, like somewhere, there has to be a version of reality where that is normal, thinking about the bendy in the observation room window... maybe it's their version?
Thank you for watching!
@@ngeruma Man, you're way overthinking it lol. I like it!
Your method of showcasing is incredible. Great style and very talented voiceover
Thank you so much for that comment! i really do appreciate it, and thank you for watching too!
Honestly, I think the Level Editor in Level (as I'll put it, the "Meta Level") is more of a creepy, "somehing has gone wrong" aesthetic than just a general one. Meta Level, otherwise, was used super effectively, here.
The level editor style completely threw me off when i saw it, Igrium did such an awesome job getting every detail of jusr right. and yeah it ties in really well to the whole multiverse idea, do you think that is what everything looks like to the bendy characters in their version?
Thank you for watching and for the comment too :)
Holy crap, that was amazing!! What a fantastic adventure this took us all on. And yeah, the PeTI builder skin on the last one was both hilarious and awesome. Very clever reworking of the puzzle to keep it the same but different. Brilliant work all around.
I loved everything about this one! and yeah i'd love to see the PeTI aesthetic become an actual thing, it was instantly recognisable and works so well with the multiverse idea
Thanks for watching dude!
Thanks! Fun fact, the puzzlemaker aesthetic was what lead me to make this map in the first place. I saw the puzzlemaker models in Hammer and realized, "wait, you could put this in an actual map!" But I'm a filmmaker, so I knew I had to properly build up to it; I couldn't just throw the player in there at the beginning. That's how I came up with the trip-fest that's the rest of the map: it was needed to justify the puzzlemaker at the end. I ended up taking it a little too far :)
You nailed it! It was a really fun experience and I was just watching. Thanks for making that and raising the bar for cool stuff in custom chambers!!
"How the hell do you make the source engine do that". Well, you make the room out of individual pieces and when the time comes you just make them go in a defined pattern. Oh and set the skybox to that funky nebula. That's how
it was my experssion of how impressive a job Igrium did with making this map when you consider the amount of work involved :)
Thanks for watching
0:29 - Myself being one of them :3
1:50 - I cannot comprehend how one can even make those sounds
8:05 - Good ole' ending "gotcha!"
15:26 - I love how this map keeps you guessing
17:53 - It's January, ngeruma!
19:18 - Suspense > Jumpscares
24:21 - Lots and lots of custom models and animations
25:08 - I've always dreamed of making a puzzlemaker-style puzzle. Igrium went ahead and did it for all of us :D
Great video as per usual, this map was right up your alley!
0:29 I think you were actually the very first looking at my emails. :)
1:50 it helps to shake your face about as you do it.
8:05 yeah that was a very smooth, "nope.... i'm not done with you yet" by Igrium.
15:26 agreed, there was no "re-sued gimmicks" in any of the weirdness.
17:53 :D
19:18 totally!
24:21 the amount of time and work that it must of taken to make every one of those pieces it's own model that could be assembled into a room and then animated apart. very impressive and awesome dedication too.
25:08 I really do love that as a chamber aesthetic, i wonder if Igrium would be willing to let it be incorporated into BeeMod maybe somehow, although the way the puzzle maker indicators like for the panels and steps work, would probably be beyond BeeMod i guess.
Thank you for recommending this map! easily one of the most enjoyable portal experiences i've ever had!
Thanks again!
24:21 - I've seen this same trick before, used in a Garry's Mod map known as *rp_Waystation* .
It's not actually just animated models, but genuine physics at play here (which I have yet to figure out)!
-(Same thing can be seen in Half-Life: Alyx as well, but with a different engine probably comes with a different approach to it.)-
@@MrGermandeutsch If I'm not mistaken (I was in the server where Igrium was sharing their progress), it's a physics simulation they did in Blender (which handled both the animations and the whole "turning walls into smaller chunks" part), then exported to Source. I'm probably oversimplifying though, but it's mostly smokes and mirrors. Not that it's not impressive though, it very much still is!
@@HugoBDesigner Interesting.
I may be a bit hesitant to believe that anyone would put so much effort into a map, but that's probably because my mindset is still stuck in the early 2010.
Well if that's indeed true, then render me impressed! I honestly would have never imagined that this much work would have been put into it.
@@HugoBDesigner that's correct! I'm considering doing a video explaining the process, because there's quite some interest.
I appreciate that you take your time and look at everything, your little quips make me smile too, watched this at 1am too so you kept my attention while I am dead tired, thats a big deal!!!
30:21 I absolutely died laughing
Hi thank you for giving the video a try, i'm really glad you enjoyed it, you shouldn't watch my videos after 1am though, there's like a gremlins thing going on that i'm not supposed to mention :D
Thank you for watching and for your comment, i really do appreciate it!
Just going to point out that second office area with the elevator is totally the junk yard offices from Portal Stories: Mel.
I drew some inspiration from that.
I love these kind of mods as much as you do! I have not even finished this video and your commentary is perfect! How do you only have 3k subs???
Thank you so much for your kind words, and yeah i love weird portal! Thank you so much for your comment and for watching! as for the sub count, it's probably the accent ;) lol
@@ngeruma What?! Your accent's got me hooked!
@TechnicolourMyles lol thanks :)
@@ngeruma Same here! sorry for not talking for some time
the bit at 22:00... I didn't even think about using the cubes as stepping stones. That's good. I portaled over to the other side, but the cubes probably would have been easier. I was wonde3ring why they were there lol
24:22 I would like to remind everyone that this game is twelve years old, and the engine it's running on is 19.
And finally, 36:59 is such a big brain gamer move. I gave up earlier and ended up cheesing it by throwing one of the cubes up there from the lower platform. Definitely not the intended solution, but One of the things I like about this map is how the small changes in the background - Certain panels no longer being portalable, Elements moving to different areas, Grates/glass appearing, etc. Make it progressively more difficult to cheese the level. So whether you solved it the intended way or not, it's always a little more difficult, and a little more satisfying. Overall very good map.
Also holy crap, dude! You're almost at 4k subs! Well done!
Hey dude, nice to see you again, hope you are well!
22:00 I figured Igrium designed that bit with the intention of players using the cubes like that, i mean the stepping stones over sketchy water is like a gaming classic :)
24:22 yeah it's weird to thing this game can still be so impressive even though it's so old, you see worse effects in some AAA games these days, so it's a testament to how good map makers and modders can be with this.
36:59 i agree with you, the variation of the puzzle each time kept them interesting while making each one that bit harder too. i thoroughly enjoyed all of this map, story, effects, and puzzles too :)
Thank you, youtube randomly decided to push this video and the numbers shot up all week, i have no idea why but i'm certainly not complaining:D
Thank you for watching and for the comments too
@ngeruma yeah! I've seen the algorithm sowing me other people playing this map, too- I guess it's just a really good puzzle.
congrats on 4K!
I find it interesting they chose the original "Casting Call" image for Cave Johnson which was actually supposed to be used for F-STOP in that cutscene morphing into the 1970s Cave Johnson, I wonder what that means? I hope the creator makes a followup to this map because god damn that is some Black Mesa Source levels of impressive map skill there. And I need more of that out of my mods god damn.
He even used the Xen skybox.
@Sci Oh that's an interesting angle, if i'm following what i'm thinking you're thinking, then i hadn't considered that for what was going on here, i was thinking it was the other face we see in that cut scene that the conversation through the wall was referring to! and that we may be closer to them then we realised. :D
I would love for Igrium to make some more to this but at the same time i kind of really like that this is a bizarre one off moment from the mess of the multiverse concept. And i totally agree with you about the map making skills shown throughout this one! very impressive work by Igrium!
Thank you for watching and for the comment too!
This map was so fun! I would have never found it without you posting it. Thanks
Igrium did an amazing job with this map, i've never seen anything like it before.
Thank you for checking it out and watching, i'm glad you enjoyed it!
The part where you enter the test chamber for a second time is where the music plays a unused version of the hub/PETI theme. I also think the creepyest part is just the test chamber ambience and how you can hear the test chamber settling and what is happening outside of the test chamber
I know comapnion cubes may have names and speak to one but nameing everything "Yu" is ridiclious.
What an amazing map! I am seriously impressed (and envious)
Your maps get better and better every time! i'd say you are pretty even but with a wildly different approach!
Thank you for watching dude :D
Thanks!
22:30 love the player model
Ah yes, the Aperture Bendy, the perfect representation of the humble faceless expendable Aperture employee :D
Thank you for watching and sorry for the late reply
You would unironically make for the best Wheatley actor for a mod or something. You have the accent, the ums and stuff lol
I think he'd make for a good personality core of his own
@@pillgrimm Absolutely
I get a comment that i sound like Wheatley quite a bit, i usually figure it's because we both sound like a moron :D
Stephen Merchant has a bit more of Bristolian sound to his voice than me but yeah it's not far off. Harry101uk does a pretty much perfect Wheatley voice though.
and i can't say anymore but there may be a mod in the works that i did some voice lines for ;)
Thank you for watching and for commenting :)
Haven't even finished the video yet and I'm already downloading the map. This looks really good.
I remember my first playthrough I was in a discord call with my friend and we were playing a bunch of bad maps and a few good ones. We played this one and we both were TERRIFIED
@Red Minerals, isn't it great when you randomly come across something really special in the workshop like this :D
@Anklejbiter I Hope you enjoyed it as much as i did!
@@ngeruma I did! it's really good.
@@ngeruma YES
wow i know this is an old video but i love the way you work through this. very well done!
Hey sorry for the very late reply, thank you, really glad you enjoyed it :D
At 23:00 , the captions read "water gun" instead of "Vortigaunt".
Aside from that, though, love the video, love the metatexual wankery, big props to both you and to Igrium!
that's pretty funny, i never noticed that auto caption error, i'm definitely going to let that stay though now :D
Thank you for watching and for commenting too, glad you enjoyed it!
9:21 The broom closet ending? The Broom Closet Ending was mY FavOURite!
gotta' love Stanley Parable.
thank you for watching!
I love how you can see the figure in the window in the first test chamber after the first cube weirdness, and he's gone after the second
Wait what?? there was someone in the observation room when things went weird the first time? i totally didn't spot that, and i'm trying to find it in the video now but cant see it, that's such a cool detail if there was, do you have a timestamp? i'd love to see it.
Thank you for watching and commenting too!
@ngeruma huh, after rewatching where I saw it, I cant see it, I think maybe I was mistaking like, the chair in there for a person XD
ah ok, that would of been a really cool little extra detail and would totally work too since we end up in the observation room ourself and in the puzzlemaker style chamber there is a bendy there, plus it would tie in with my theory that **potential spoiler below**
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we are the intruder and we are in fact the GMAN :)
I can’t get over how this he sounds a bit like Wheatley. I keep imagining a metallic ball playing a portal horror mod lmaoo
You do not stop yapping
I love portal 2 horror mods!!
it’s amazing how people can make them in source even!
And your edits are really good!!!
Instant sub
Hey sorry for the very late reply and yeah it amazing how talented some map makers and modders like Igrium are, he did an amazing job with this one.
Thank you very much for checking out my channel, really pleased you like the videos enough to subscribe, much appreciated thank you!
I have a proposition.
"The 1950's opening"
It's not a hard map, it doesn't have a quirk, but it's pretty cool.
The only thing I didn’t like was the fact that you were trying to hard to find the jump scares
Holy shit this is one of the best designed community maps I've ever seen. The cinematic stuff is absolutely mind blowing. Especially the room breaking apart. The puzzlemaker styled chamber was very very neag but also strangely... eery. It feels cold and uninviting. The uncomfortably evenly lit environment. It really added to the unnerving atmosphere this map has.
100/10
I completely agree with you! Everything about this one was done so well, and no detail was sparred.
The puzzlemaker style does give a cold sterile feeling to it, it looks wrong but yet it's so familiar that it's also right ...if that makes sense lol
Interesting that you mention the cinematic quality, Igrium has said in another comment that he has a background in film so Igrium's skill there clearly cross over to their mapping and modding too.
Thank you for watching and for the comment :D
FURRY PFP!!!! ÀÁÂÄÃÅĀÆEEEUUUGHHHHHG-
@@boyzback1618 lmao
24:25 how he does it is using the engine as it already has the ability to do debris if you remember the original gameplay,the suspension room falls apart and they are moveable meaning how he does it is just manipulate the debris to move around like that
It was more an expression of how impressive it was to see at the time, Igrium actually made all the separate pieces of debris as individual models assembled them like a jigsaw to create the room, and added individual animated paths to each piece to pull the room apart.
Thank you for watching and sorry for the very late reply
24:04 When I played this map, this "debris tornado" reminded me of Krzyhau's "Something's wrong with my test chamber" videos.
Definitely. When I was promoting the map, I pitched it as "Wandavision" meets "Guys something's wrong with my test chamber"
I just realised, Krzyhau's videos and this map are a lot like those old flash games "This is the only level". Same level, different gimmick each time, like the door is fake or your controls are backwards. I would definitely play a mappack of remixed versions of the same level.
I dont know if the muffled gun shots and explosions coming from above were in the original game, but it makes sense because according to the lore of portal and half life, they are in the same universe. Also aperture science labs are under ground, so the explosions and gun shots from ABOVE makes sense. These sounds would probably be the 7 hour war from half life happening above. Also the g man and vortagahnts from half life straight up appear in this mod. So all of this put together makes a whole lot if sense. Just wanted to point this out.
I Like how there’s still people making content for this game out there. really like the videos 👍🏻👍🏻👍🏻
Me too, i think Valve's idea of basically handing the game over to the community under the guise of the multiverse was genius, this way the game gets to keep going forever, and there's so much great content for it now too.
Thank you for watching and for commenting :)
That was trippy(i love it)and that aesthetic is interesting(theres even the music), i might actually play this
Definitely worth a play!
Hehehe the little jingle at 4:48 was great
:D thank you for watching!
i love that he overcomplicated the final puzzle
yea he kinda did :p
I have a bad habit of overcomplicating things in this game :D
Thank you for watching!
Why are you making steppign stones, you have a portal gun!
I mean Igrium clearly intended that, the whole stepping stones over sketchy water thing is a gaming classic :)
Dude, I love how you roll your R's, I bet you can pull off a near perfect Sebastian impression (Sebastian from Black butler that is) :D
hey sorry for the very late reply, and yeah i never realised how much i do it until i started making videos, i had a problem pronouncing R sounds when i was little so my mum taught me to roll the sound like that and i guess it stuck permanently, now i kind of just do it for fun too :D
i looked up Black butler and i kind of hear what you mean.
Thank you for watching and commenting too
Commentary: The respectable form of Yap
thank you for watching :D
I suppose the title "Interloper" would be to on the nose lmao
Love seeing me some enrichment center assets in portal 2, great mod
The real horror is that this was a game about lag. Every speed runners worst nightmare.
10:00 I mean it's not like the fans don't exist in the regular Portal games....
they are of course, but they're also a cliche in horror maps and movies too
thanks for watching and sorry for the late reply
I like this guy. Real good humored and cool edits with the robot animations. Subbed for sure.
Hi thank you for giving the video a try, i'm glad you like the intro thing too, thanks for subscribing too!
"dump you upon here" is the most british sentence i've heard
not the most elegant thing i've ever said i guess :)
Thank you for watching!
the minecraft enderman noise caught me off guard
80% sure that was the enderman scream at 18:30
It was, igrium used the enderman scream as part of the sound design.
thank you for watching :D
Just a note, no one plays games like this i.e. just play the game!
e.g. i do :)
have never seen one of your videos before and never seen this mod, was annoyed right of the bat with you expecting a jumpscare litterally every where and around every corner, not to mention in the VERY First Room.
also, that was the Enderman sound from minecraft. 18:30
when someone suggests to you that a community portal map might have something a little weird going on, then it's pretty much always a jumpscare, if it had been just that, there probably wouldn't of been this video which is why i was having fun with the idea how i normally do with horror mods. One of the great things about youtube is if something personally annoys you, it's really easy to find something else to watch, and yes that was the enderman sound effect.
That "Puzzlemaker style" isn't a new thing. Another old map I played several years ago called "Trapped in the editor" had the same thing.
Cool, this is the first time i had ever seen it, it looks great as a map aesthetic. i'll see if i can find "Trapped in the editor" on the workshop, thanks, and thanks for watching too :)
“Time Miss Chell?”
Considering the escape efforts by Chell, i could totally see her being someone the G-Man might want to "recruit" .
Thank you for watching!
24:06 how the heck did igrium code that in hammer!?!?!
Igrium left a comment here about the huge amount of animating and model making they did to get this effect to look so good.
Thank you for watching!
btw how they're doing that cool effect is a blender animation imported into source
it's really cool to see when map makers go that extra distance like this, the amount of work and effort is seriously impressive.
Thank you for watching and for commenting too :)
a 40min ngeruma video with a custom thumbnail on a friday evening that is also a horror mod. the weekend just got better
after watching the video: holy fuck that was absolutely mindblowingly amazing map. i cannot express my joy, horror and satisfaction in words as a non-english speaker but please continue showcasing more maps like this
I loved everything about this map, really impressive work by Igrium!
I hope to do more one off videos like this more often this year, i'm still going to do the monday videos, but maps that are more special like this as their own videos
Thank you for watching, glad you enjoyed it!
That map editor section was so damn smart.
Yeah that looked so cool, never seen that done before and it worked great.
Thank you for watching
not gonna lie this map gives me a lot of my house vibes.
Your house looks like the portal 2 puzzle maker? :D
Thanks for watching!
thanks but im referring to my house which is a doom wad which is kinda like the backrooms.
In the first round when you get a normal cube you could just direct laser into laser cube dispenser and make 2 portals(stay on the level where exit door is) then jump into one of portal and grab the cube mid-air. Later you accelerate up and land on the same platform with laser cube then you’re done with first round of chamber!
Hi sorry for taking so long to reply, and yeah i think you're right that would work, the first trigger for the weirdness is touching the reflection cube while it's in the air in that space so your way would still do it.
Thank you for watching and for commenting too :)
i only just started watching, man, thats deffinietly the best intro animation i think ive ever seen, its really creative
Thank you so much! and thank you for watching too :)
18:29 Is that the minecraft enderman scream?
"INTRUDER ALERT! A RED spy is in the base!"
A RED SPY IS IN THE BASE ?!!
Cave would totally just buy Mann Co. and send the spy to black mesa
If you have a cube going in the air from portals on the ground where nothing changes don't exactly need timing
Subscribed on account of your Portal skills. Great vid.
Thank you so much for giving the video a try and subscribing! much appreciated!
ur gonna get real popular in like a few weeks
Thanks you dude! and thank you for watching too :D
@@ngeruma no problem :)
This map is a masterpiece
I thoroughly enjoyed everything with this one!
Wonderful trip through the multiverse.
@ImmortalAbsol Valves idea to open up Portal to the community under the guise of opening it up to the "multiverse" was such a great idea :)
Thank you!
I remember playing this map months ago, such a good and unique level icl
I thoroughly enjoyed everything about this one, Igrium did an amazing job with it.
Thank you for watching
THE BROOM CLOSET ENDING
I honestly wouldn't of been surprised it it had just ended right there with a Stanley Parable line :)
Thank you for watching!
This is portal with a.dash of stanley parable
Hello and again welcome to the Aperture Science Vortessence Aided Enrichment Center
"Vortessence" is a great word! + you'd think they'd be slimy right? but no just kind of oddly damp :)
oh wow this is weathley playing portal 2 mods very cool
Thank you for watching! :D
That is just amazing! I'll have to check this out when I get a chance
Hi sorry for the late reply and thank you for giving the video a try, i hope you enjoyed it :)
24:20 - "how do you make source engine do that?" Someone hasn't played Black Mesa Source Xen levels :D
Which is what makes it even more impressive when you consider this was entirely made by one person as a passion project. :D
Thank you for watching :)
subscribed just for that intro animation alone
Thank you! glad you liked it lol
None of the modern area was made until after cave died
That was pretty good I could hear that pretty good
Do you mean the bits with the voice through the wall? if you do, i'm glad that those came through clear enough in the video.
Thank you for watching :)
First of all, praise be the Algorithm for he giveth and he recommendeth
Second, thanks to Igrium for creating this, it was great.
Third, I absolutely love how you RRandomly do hard R in words, sounds cool :D
Hi sorry for the late reply, and thank you for giving the video a try!, much appreciated!
and i agree with you, Igrium did an incredible job with this, easily one of my all time favourites now.
You mean the thing where i sometimes roll the r sound a bit? some people find it annoying :) i used to have a bit of speech impediment so it's how i learnt to say the r sound properly and it kind of stuck lol
Thanks again for watching and for commenting too!
@@ngeruma The algorithm still blesses you to this day
I thought that GMan in the thumbnail was Spy from tf2. Would have been great.
You've just made me realise you never really see TF2 get crossed over into the other valve games, i know the style is very different but since valve introduced the whole multiverse thing there's no reason not to :)
Thank you for watching!
So, basically, you broke reality. Good job.
:D thank you for watching!
Holy shit, first time seeing a UA-cam intro in a long ass while like that
Extremely cool intro ngl.
Yeah i still like to do them, i know it's not "cool" anymore on youtube but that doesn't really matter :)
Thank you for watching
I played the puzzle before you (don't really play puzzles much) and finished it in exactly 38 minutes, I wasn't trying to match your time but I did lol, this puzzle has a very consistent playtime of about a half hour I guess lol
Oh weird, HugoBDesigner did a video on this as well and it's pretty much the same length too :D
Thank you for watching and i hope you enjoyed the map, i really loved this one.
Please don't make auto-translation for video title.
The map name from title now translated for me to russian lang and can't be found in workshop. I know, there is map name in description, but anyway, translation is too extra. And i can't disable it! UA-cam not letting me do this!
Also this makes misunderstanding video language. I see russian title in the home page and thinking that video is on russian lang, but it's not. Random russian guy will open this video, listen lang that he don't understand and close the video.
Ok, i'm know english a little bit, i will not leave the video, but it still not cool to see russian title in the home page while video is not on this lang.
this isn't ngeruma's fault. youtube probably did this automatically
@@nexpid I'm uploading some videos to youtube (second channel) before, no, it is his fault. UA-cam will not translate all this automatically without your actions
@@lynrayy oh, well, this isn't that big of a deal tho
@@nexpid no, this is very important
Drink every time he says "Jump scare"
the drink along with my videos is actually a long running tradition at this point :)
Thank you for watching
WOAH THAT WAS SO COOL
Thank you for watching, glad you and enjoyed it and sorry for the very late reply :D
also, did you notice the music in the puzzlemaker style? its actually the editor music.
Yeah it was a very nice detail, Igrium did an amazing job with this map.
Thank you for watching and for commenting too :)
bro messed with Ender men sounds to make some of the sounds and its really creative lmao. go to 18:31 to listen
Imagen if they finally make Portal 3 and G-Man comes in at the end and takes Chel.... or her portal gun
Chell is definitely someone that G-Man would have an interest in "recruiting"
Thanks for watching!
Oh, fantastic! An upload on a friday this is a amazing! Hopefully my fathers friend can come over tomorrow to voice act in my portal 2 map! I hope your doing well and thank you as always for fantastic content! And this map was crazy here is me trying to work out how to make a light illuminate a room and people doing amazing stuff like this 24:01 that's some awsome talent!
Ah the good doctor! hope you're doing well too!
Yeah i was hoping to do every Monday and Friday, but time wise i think i'll have to try and aim for every Monday and every other Friday instead.
Oh cool, you're going to have custom voice lines too? that's great, i'm looking forward to trying it out.
This map was incredibly impressive build/design/ and effort wise. and think of it this way, the light might've been tricky this time, next time you need one, it will be easy :D you'll get better and better each step!
Thank you for watching and thank you again for your kind words! i wish you all the best too!
are there jumpscares? I don't want to spoil it, but I need to know that one before playing.
yes.....sort of :)
He came in-tru-der portal.
In-tru-der Window?
This looks fun
No mention of the person in the last variant in the observation room?
Very fun map, and you're right i didn't consider the bend in the window as anything other than what you see when you place one in the puzzle maker, but looking back ....was it an alternative us? we were just there :)
Thank you for watching and for commenting too.
How did you get a custom portal gun?
18:21 Is that the enderman growl sound from Minecraft?
It is, Igrium mention in a comment that they used it for inspiration and decided to include it too :)
Thank you for watching.
But isn't Portal 2 in the same timeline as Half-Life 2?
That thumbnail really shows how big everything is in Portal 2
It really does, it seemed wrong when i was making it in Source Filmmaker, i tried adjusting the size of the GMan model but it just looked wrong, everything seems so much bigger when not in first person.
Thank you for watching!