Complete 3D Map of Half-Life 2
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- Опубліковано 3 жов 2024
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Complete 3D Map of Black Mesa (Gold Src): • Making A Complete 3D M...
All Half-Life Maps Merged Together (OpenSource tool by Ivan Avdeev): • All Half-Life maps mer...
Music used:
Jesse Gallahger - Maestro Tlakaelel
Brian Bolger - A Foolk's Theme
it wasn't untill this video that I learned the area where you run along the rooftops from metro police is the same area later where dog fights the soldiers during the uprising. Neat little detail and preserved level layout.
same here!
When i was playing a gmod map of c17 thats when i foud out
Y’all goofy
Though for some reason a new room where dog throws an APC at just appears, despite it not being there
It is so obvious bruhh
I never realized how Half-Life 2's layout is both extremely nonsensical, but also kind of makes sense as well.
bruner
bruner
i mean Valve's level design always only kinda made sense, but never was logical. I really love them for this because your mind tells you it's correct, but it isn't and shows that they put fun and experience on the forefront and design a level around that
@@lukabrasi001the catwalks for example
@@lukabrasi001 As someone said about the complete half-life 1 map, valve prioritized fun over realism. They could have ensured nothing overlapped but that would require very long paths to walk which might have been more realistic but less fun to play.
I believe in Half Life 2 development, valve actually built a simple city layout before cutting it in parts and later turning into levels. That's why there's minimal horizontal and vertical overlap, unlike in Half Life 1, where some surface areas are below underground and vice versa, and some other rooms clip into each other
They didn't. There's some horizontal overlap, trainstation is a complete mess. Though the city looks better, but only because they had in mind the direction where Gordon should move (which didn't help with overlap of canals above the coast).
@@fantastikboom1094I think it's multiple beta maps or something?
Its very funny watching a non git person who's technically minded be absolutely flabbergasted by how to install a program from github
Now we just need someone to go into the real world and rebuild all of it, I'd say it'll just take 16 years
Just go on a trip to eastern europe
@@holy0damn not 100% acurate
It wouldn't take that long if it was just structures, objects and anything else usually manmade (as long as there is a sizable crew of workers and they aren't building things that can't be seen in-game, so basically just creating a set for a movie). It's the terraforming/transforming of the land that'd take centuries.
It's impossible!
It'll probably be done before Half life 3 gets released
4:07 the glowing spots are where fire appears in "Anticitizen one", because that chapter takes place in the same location as point insertion.
i kinda wish an open-world of all of the HL2 Maps could be playable. as in without npcs scripted events or props. just exploration
it could maybe be possible with the infinite map base addon in gmod
@@Concon12316 it is, people already remade several gta maps that are much larger than gmod map limit!
@@paint_turtle Yeah but they lack collision.
And create stuff to fit in all the undesigned areas to make it a proper open world map.
But the entire city and world would have to be done from scratch. The city doesn't really exist.
It makes me wonder how Half Life 2: Episode 1 would fit in the map. The Citadel layout (outside and inside) of the maps are quite different than you see in Half Life 2
it's a shame episode one never featured a glimpse of a section of the citadel from HL2 that could be used to connect them
WHY ARE YOU EVERYWHERE?
@@TheManWhoSoldTheW0rld Cause he’s the Engineer
@@KinerfV4 The engineer is engihere
@@GlassyDusty Well it does "borrow" certain level geometries from HL2
How amazing everything is like just sets and props
This is more true in newer maps, so it seems to be trending upwards. Which does make sense, as the brushes are used to generate the BSP tree, and having too many gets big quickly.
I spotted the problem that causes the overlap; Ravenholm should be a bit farther left/? of Black Mesa East. Or better still, just have its position rotated about 90°. Sitting where it is, that first group of buildings is right behind the water outlet by Black Mesa East, and actually in that little bay or Reservoir or whatever you want to call it.
The tunnel that leads to it should’ve probably been extended a bit more so that it would go directly under the Reservoir. Maybe they would’ve realized that if the technology of the time had been strong enough to handle having the entire series of game maps assembled as one piece.
THE ONE PIEEEEEEEEEEECE
THE ONE PIECE IS REEEEEAL
Yeah I wish the tunnel that lead to Ravenholm was facing the opposite direction of what it currently is so that it would match up with the buildings you see in the distance at the entrance to BME, and also prevent the entire rest of the game (chapters 7-9) from being overlapped with Water Hazard
I had an idea: remember when you used Opposing Force as a reference for how far the Lambda Complex is from the Test Chamber? How about using that as a frame of reference to incorporate the last map of Apprehension into your overlay of it in a way that shows the distance between the ambush & the compactor?
Just what I've always wanted after playing the game for the 10th time.
Well, I've had a feeling that HL2 maps have some bad overlaps, but never would've guessed it was THIS bad. Parts of Highway 17 are near and below Hazardous Waters, and both Highway and Waters constantly clip inside themselves. Not to mention the fact that Ravenholm that is supposed to be on the hill is actually right under the channel that passes by Black Mesa East from the dam.
City 17 and Citadel hold pretty well though, with Nova Prospekt close second with only issue of last chamber being right above some of the cliffs you were storming with antlions.
valve did author those large maps that odessa and them have that show the railway and coast stations, someone could probably build those base terrains and then place the key locations where they're supposed to be, and then link everything up more cohesively
i've always wanted like, a version of HL2 where the story is just as linear and everything, but the maps are built like an RPG, so the city is actually fleshed out and populated and everyone has a routine they live, give you something to explore and get attached to before everything goes to hell
Damn...this gave me such a surreal sense of nostalgia
now imagine if someone fixed this up and made HL2 a open world game and as you complete the story the world gets worse and worse
Multiple story paths
Maybe in source 2.
@@Omega-mr1jgeven in Source 2 that would be a hell of an undertaking
Port this to source 2, fill out all the previously unreachable parts of the map by designing new areas, then you could use the map for loads of different games
I noticed that some of the uprising maps where overlapping with the downtrodden maps so it looks all wacky and texture fighting
When I first saw that Ivan Andeev video in May 2015 I kept seeing people saying putting all hl2 maps wasn't possible, but HERE WE ARE! Amazes me the lengths people will go for something so obscure!
are you that guy who makes those strange goanimate videos lol
@@FurasCebulowy I do indeed make strange and funny goanimate videos!
Haha, it's not only possible, but it also works reasonably fast on something as weak/old/cheap/obsolete as Raspberry Pi (IIRC it worked even on the very first one, $35/board from 2012). It might surprising how really powerful computers are (even the old ones) when fed with data properly, and how much of that power is left on the table by modern sloppy programming.
It depends on what they meant. Putting all the maps together as mere 3D models is of course possible, and it's not surprising. But if they meant putting all the maps together in any playable form, then they were probably right. To begin with, Hammer doesn't let you have more than 8192 brushes, and there are maybe other limits. Even Source2 probably has its limits. I don't think Source 2 was made for open worlds.
If you used another engine to workaround those limits, it might be doable. That is, if all you wanted was to walk around an empty map. Otherwise your workload will be big, as you'll have to recreate HL2 to some extent in order to support the map content and make the world feel alive. You'll still have trouble fitting levels together, too, because they don't actually fit together as well as they seem to.
I'm not sure this kind of level layout lends itself well to open-world optimization strategies, though.
@@skaruts I think the common consensus then was simply putting the 3d models together would be impossible/impractical because of the overlapping issue. It would seem that if the Ravenholm maps were turned 90 degrees then all the hl2 maps wouldn't overlap at all and be a perfect fit.
As an active GitHub user, the first 1:30 is painful
Thank you for making this! I wanted to do a flyby of HL2 myself for oh so many years, but never got to it, and you did it way better than I could've done it.
"I have no idea how github works" Here i thought i was the only one who always lost that download button. Also walking out the terminal into the plaza. Noticed some flicker collision going on with the maps. I think that's the two different maps merged together! (after the 2 week teleport and rebel uprising) Such a cool thing to see. Any piles of rubble from the later sections won't flicker since they never existed in the first version of the map. Great showcase and i'm only 4 minutes in.
I always thought they'd be in different locations in the world space. Mind you i've no idea how this Open Source thing works with map positioning but yeah, Stellar presentation.
What i can take away from this, is that all half life games are geometrically impossible.
yes
Technically, it's possible, because you're just teleporting through the locations. Or it's one location with changing layout.
@@fantastikboom1094 the entirety of highway 17's tunnels would need to be longated and so would the route canals, and the apartment complex is a mess, along with the elevator shaft to Dr kleiners lab, which itself is also geometrically impossible, the entire first chapter's layout is impossible.
@@OffBrandChicken It's also possible as I described
@@fantastikboom1094 with what I described it makes half life geometrically impossible, you cants go from point A to B without breaking the laws of physics
hl2 looks so empty without any props, its truly amazing what job valve have done to it
meanwhile tf2
It is crazy to see the train tunnel from nova prospect on a map after having seen how long it takes for someone to walk through it on foot.
They went way overboard with it.
Jesus christ its a crime that you only have 14,5k subs!! even tho i wasnt subscribed before this moment, ive seen your name so many times already. keep up the good work and you will reach what youre owed sooner or later
it combined the destroyed city with the normal one
Wow this new speedrun strat is crazy
"I have no idea how github"
same bro, same
That flickering/dithering is pretty awful. Someone ought to fix the code.
The water being weird is indeed a proper bug, which I never got around to investigate.
The z-fighting flickering issue is quite a bit more tricky. Fundamentally it's there because adjacent maps both have geometry for the same places in the world, but visuals for these same places are usually slightly different (texture mapping, lighting, etc are a bit off, because map makers never really had to work for the case of someone displaying them together 15 after the game release). There's no simple fix for that, unfortunately. Determining the "same-ness" of geometry and culling the extra becomes complex very fast, from requiring a proper geometry solver for reasoning about whether given surfaces are considered co-planar, to cutting intersecting parts, to determining even which parts to cut in the first place.
There's a third z-fighting issue of insufficient depth buffer precision when the geometry is too far. There are some cool techniques to address that (reverse-depth, log-depth, or something like that, it's been a while), but i again i never got to try any of those.
You should overlay the area you get the airboat gun at over the map you're shown while the gun is attached
Thank ya bro I just bought valve complete pack and I started playing hl2
i started playing hl3
@@anticommunistactionI started play hl4
I was wondering how the program would handle the train station and Kleiner lab maps before and after the uprising. Very cool
I just returned to your channel after having the thought of you stitching all GoldSource maps together and saw this video, beautiful! Can you do Black Mesa as well to see if there's any impossible map sections? I've seen one where The Passing doesn't physically make sense and now I'm bothered by it
Half life 2 episode one re-uses a lot of geometry from half life 2 in the citadel and city itself.
The “how do you download from github” part is so relatable. Me when I decide I want to do a cool thing with no prior experience and spend hours learning everything as I go
Normal websites: download link here
Github: ????????
C O M E S A N O T H E R.
С U М S A N O T H E R.
This is absolutely mind-blowing, seeing a huge empty map that gave us the great nostalgia and fun, Completely surreal!
Nice job! This looks wild
I noticed a problem. The resistance cave at 15:32 should have the exit do a ~180 back to the front but down to the beach of a different area rather than just straight through
Despite the coast sections overlapping with the rest of the map, it’s cool that it’s at a lower elevation, which would be accurate since it’s the coast
Corridor modeling of premises is a feature of Valve
man imagine half life 2 as like an open world where theres more spots and stuff to explore
The episodes next?
I just liked and it went from 1.9 to 2k 💪 Let’s goo awesome vid
Goddamn that's cool!
4:05 It may the normal City 17 and the destoryed City 17 combined.
Glowing spots are all the fires that would be there in Anticitizen
That is so awesome. Ever since the first time I played this game, I’ve wanted to have a complete map or something like it of the area, just to get the total picture of it. Just one continuous, long map. Building layouts, City 17 to Ravenholm to beaches to NP, all that. I’ve found a few maps, each had a different idea of where exactly the beachfront stuff is once you get out of Ravenholm.
I wonder if it’s possible to make a copy for a version where you can incorporate the route taken in that one mod, “Hunt Down the Freeman.”, It involves a guy who was among the security forces sent to the scientists and survived. His adventures end up more or less following Freeman, or at least coinciding with some of the main locations Freeman goes to: Black Mesa East, nova Prospect. It ends with a betrayal, the G-Man’s real mission for him, and the phrase “you F-ed up my face.“
Its all perspective, in route kanal, in a map you are facing a side of the citadel then the next you are facing the other side
What does that have to do with prespectives?
i have no idea why seeing my comment in this video made me so happy but im sure as hell not complaining
Now i can finnaly see Sandtraps from the top of the light house ! :D
Is HL1's Black Mesa bigger than this?
idk
No it's definitely not. You can fit all of HL1's complex into one map on Source, while random one-two of canal/coast map already reach the map limit.
Interesting to see how little overlapping were done on HL2, while HL1 almost everytime cyrcles in rooms those only don't mess up eachother by the loading.
Some exceptions are Water hasord's canales cometimes and that big section above the Coast lines somehow not even beeing on same height.
I wonder why the Citadel interior is so messy and not contained in a rough triangle prism of the building's shape.
Ohh, some big secktions with Folow Freeman and before the Citadel were not shown here.
It's probably mostly because of the huge map sizes compared to hl1. Clearly they didnt care to align things too much since the overlaps would only be noticeable when loading all maps at once
I just imagine the interloper entity coming out of one of the walls lol
Can you make for black mesa?
Obviously not because the OpenSource program doesn't support Black Mesa and this person knows nothing about programming so he can't add it himself
@@the_kovic Okay
OMG I would love to see some of this stuff as GarrysMod maps. Half Life 2 City 17, Highway 17, Water Hazard, SandTraps, And Ravenholm chapters and maps in a sunset, sunrise or night atmosphere, i would find that so peaceful and calming, especially with music like this. Or maybe even a rainy day as well.
3:05 Welcome! Welcome to City 17.
Oh god
@Dragonwing Hello there, old friend...
Also where to download this?
Someone should make this an open world map like GTA so Freeman can hop in the jeep and drive around shooting the combine like CJ does to the ballas in GTA San Andreas.
I wonder what it would look like if you pu All the Maps from SOMA Into one complete map
i tried to open it but it immediately crashes i don't think it works anymore
so much z fighting
dаmn Z💀
i liked the video and now this is my stop mr lympoid
13:01 mayby the lore of hf is that its all just a matrix-like simulation
Technically we should be able to put a number on how many MILES we walk in this game now yeah?
I'm trying to get this tool to work, I did everything you did in the video but it's not really running anything...
I did this and didnt realize you need half life 2 installed
Did they have to manually align these levels in the configs or are they positioned in such a way in the game engine that the global positions are preserved?
I'm trying to work out exactly how big Water Hazard is as a fraction of the full map. It definitely feels oversized in-game.
now with infinite map base for gmod we can make it playable
Just imagine if the entire HL2 map was released onto Garry's Mod
Damn daniel! Time to lag my game.
Man, City 17 is depressing.
0:37 literally me every time i go to git hub
some savage z-fight :)
it didint work when i downloaded it
Бедный Авдеев Иван. Кляти американцы изуродовали имя
Imagine play aaaaaaaaall this, very laggy
Would Garry's Mod be able to open it though? With props and all (except NPCs).
Probably not
Maybe s&box can?
No? It's not BSP file.
@@fantastikboom1094 What?
@@damsen978 It's not a BSP file, so GMod can't open it.
Anybody else having issues running this program?
Now try Postal III
Would you add it to gmod
Imagine using the white version of youtube.
bro DESPISES loading screens
Aww no portal 2?
I've always wanted an open world aperature
Now import it into GMOD.
How to install? I download "OpenSource-windows", but it don't start!
having trouble setting this up to work, any tips?
someone imported this map to vrchat lol
Link?
Next: Full 3D map of Half-Life 3
4D
@@uis246 yes
magnificent
"i have no idea how github works"
does anyone??!
Next do a complete 3d map of half life 3
Woooooo finally
now put this in garry's mod and spend the time to put all of the sky boxes and the props, (if you already can generate them into the game then you don't have to) then now you got 7.5x times the amount of your subscribers
No you can't put it into Gmod. It's not a BSP map.
You downloading the entire source code for no reason was so irrataiting
hammer would die with this
what about half life alyx?
Let’s go