I'm glad you chose to do a Source game even though players have the ability to do them because you found a lot more stuff here than I ever would have been able to notice. This is one of my favorites games and this was an awesome video!
@@laserdragon1253 the fact that you said "physically and mentally wounded me" had me screwing my face up in 2nd hand embarrassment ffs you're not in some Lord of the rings movie you absolute fedora
Fun fact for those who don't know.. The developers have stated that when they are making mechanical objects such as wheatley, they want it to be as mechanically realistic as possible. No magically hovering gears, no gears overlapping magically, essentially something you could build in the real world.
If you'd decompiled the maps, you could find out the true reasons for many of these seemingly random objects existing, or figure out the reason why various areas are built how they are. I'll go over the ones I can remember off the top of my head, though: 0:44 - This ERROR message is actually the GLaDOS NPC (also used for the announcer voice). It needs to be in the map somewhere, otherwise the dialogue can't play. Not sure why it was showing up as error.mdl in your version, it usually uses the axis helper model... 1:00 - Those two rooms are entirely different in model, texture and lighting, and are thus separate. 1:15 - Oh, there's GLaDOS again. Only the model is working now? Weird. 1:40 - This simplified version of the room is actually where the player is located on the map. They're trapped in this tiny version of the room, and their camera is mirrored in the moving version of the room. This is done so that the movement of the room and the dynamic physics objects don't collide with the player and break the scene. It keeps the camera far more stable, too. Once the room crashes through the wall at the end, the player is teleported to the camera's position. 2:25 - This is called a "3D Skybox". This is a feature of the Source engine which allows for an area of the map to be scaled and used as a skybox image. They do this because if you were to try and recreate this scale of environment in worldspace, it wouldn't fit in the Source Engine's fairly small map size. 3:20 - That cube is probably GLaDOS (or the announcer). I'm too lazy to load up Portal 2 to find out for certain, but usually they'll use a model that's already loaded into memory, like the cube, or something low-footprint like the previously seen axis helper. Source doesn't allow you to have objects outside of the sealed areas of the map (inside 'the void') at compile time, so if you see something like this that isn't directly connected to something inside the map itself, it's not a mistake and it's probably some internal actor entity. 4:20 - That splash effect is visible during the power up animation. For some reason, they didn't stop triggering it after she's powered up? Weird. 6:17 - These are the transition boxes; this is something of a hang-over from Source being intended for 'seamless transition' style level loads akin to Half-Life 2. When a player loads into a level, a transition is performed in one box, and when they are due to leave the level, a transition is performed in the other. The fades at the start and end of the level hide this. 7:25 - They had an actual bird model... I don't really know why they used that brush model there. I guess it fit within the memory budget better, I don't know. 9:00 - These rooms are separate because the lighting is different. That's seriously the entire reason. Source's support for dynamic lighting extends to ugly, non-bounced lightmap page switching, or projected textures (the dynamic shadowing lights used throughout Portal 2). Generally, lights are otherwise entirely static in Portal 2. It was easier to teleport the player to a different copy of the same room with rebuilt lighting than it was to work in some kind of dynamic solution for turning off static lights. Valve do this a lot; Episode 1's razor train sequence has three (I think) different trains. 11:31 - This is the same thing they did with Dr Breen in HL2, and every other on-screen sequence. Portal 2 did add support for playing Bink videos in the world, but that'd take up a bunch more drive space than just plopping a render texture camera in front of Wheatley. The simplified model is to fit within the memory budget; Similarly, Breen's on-screen version in HL2 is only his torso. 12:30 - Ewwww. I'd forgotten those arms were rigged like that. 13:00 - Aww, you didn't show my favourite thing about this scene! The portal seen within the cutscene is entirely fake. It's just a hole cut out in the ground between the Central Chamber and the surface of the Moon with a fake, texture version of the portal border effect. Phew, I think that's everything that needs explaining. Everything else is sorta just self-explanatory, like the use of fog and lighting throughout the game to make things seem more mysterious. I'm not gonna explain the portals themselves, I'll do that some other time.
I've worked with Source for 8 years or so, and became a full licensee a couple years back, working on Portal: Outside Influence. Also, Valve talk about this stuff a fair bit. They've published papers and done talks and stuff, and there's the Valve Developer Wiki with a bunch of info on too.
I was gonna comment about the proxy camera with the relaxation vault, too. Pretty sure they also used that technique for the tube ride to GLaDOS' chamber, for the same reasons. Ex-Portal 2 mapper here, by the by. Started mapping for Portal 2 around 2012, stopped doing it two months back. I alternatively still make Gmod maps, though.
Im pretty sure the cube outside the map was a base cube. It's basically a texture the game uses as a base and then clones it so you can make a spawner that spawns objects. Like the "master turret" in the game after a while, and replacing it replaces all the turrets.
The reason for the metal-textured "mirror" hotel room is that it acts as collision during the Container Ride sequence. Your physical body is actually in that room, but using an entity called a viewproxy, your camera is placed in the moving, destroyed, room. Forces are applied in the mirror room that match what's going on at the fake hotel room. This is because the Source engine really doesn't handle collisions smoothly on moving, swinging, shaking, rotating geometry like in the container ride. You can actually tell when you're viewproxied - you can't crouch. Just a little bug :)
Oh, and the reason for there being two different copies of that light bridge map - Source SUCKS at dynamic lighting. Really bad. As counterintuitive as it sounds it's better for performance to have two copies of the room instead of switching the lighting in one copy!
Wow, first I never knew the little room even existed until this video and now I have an in-depth explination as to why it is there. Thanks for takin' the time to write this out!
After some looking at multiple playthroughs, I can conclude that it has something to do with the lighting. As from the "powered down" version of the room the lights objects are still there and are clearly visible but the light source is not connected with the lights. The game even does convincing tricks (forcing you to stand next to Wheatley before the escape opens, urging you away from the room and giving you a clear path forward by turning on the hard light bridge) to make you not to see the room does not "power back up" as it's permanently dark. As to why I can think of 2 reasons. 1 it is practically impossible to change/delete dynamic lighting sources in the game engine during the level. 2 it is much more code efficient (therefore more smooth and stable) to teleport 2 objects (you and the cube) and turn off syncronised objects (the hard light bridges). Edit: while i said dynamic lighting, I don't think portal 2 had any because that was mainly pushed in the next generation of games. It would probably be more accurate to call it the multiple array of light sources of varying intensities, but that is a mouthful and the point still stands.
@@mikzpwnz_3199 Correct. Portal 2's engine, Source, really sucks at dynamic lighting. The best thing that it has for dynamic lighting is Projected Textures, which are basically textured spotlights with optional shadow mapping, that also don't have any bounce lighting at all. Source primarily uses baked lightmapping for lighting the world. This means that the lighting can't really be changed much at all in real-time. There is "lightmap paging" that allows a baked light to be switched off, but it looks very bad as it disables bounce lighting completely for that light to reduce the amount of lightmap pages generated. So, for a large-scale change in lighting like this, it's best to just duplicate the entire room, and seamlessly teleport the player and any other objects across.
@@mikzpwnz_3199 The light bridge connects to this wall that you can shoot a portal on, the problem is that the wall's panels is supposed to open up to reveal wheatley later, so they had to make a seperate version of the scene with the wall replaced with an animated model
The ERROR thing you're seeing just means a level entity is referencing a non-existent model. Probably just means they stripped out a model only used for debugging to save on memory.
Exactly that, only in this case it looks like they had a custom model for a debug object, like, say, a camera view or point to teleport to, and either removed it when they shipped the game or it was in some external development directory that wasn't packaged with the game data.
Interference22 I'm very interested what is that model and texture of BLUE ERROR cause every game like portal 2 have all materials but error ?! maybe that just test
Satan 2k not at all like in Garrys mod you see red errors yes? but I see also green yellow red-yellow and like that I'm interested why is it colloring with other colors you see only red color or more?
The first time, you can stand on top of him to see, he just does a small animation where his front part moves back and forth. The second time you can use portals to see him. He just swings and breaks the glass
your average SU fan or if you’re a Pro Gamer(tm) you can shoot through a pixel of the door and not use a turret at all. Or I guess you can use two defective turrets to fly. Either or.
Same reason behind all the other stuff that is inside games but never gets used: because it was going to be at some point, then they changed their minds but left it there either due to forgetting or due to fear of its removal breaking something due to some connection they forgot about. I'm gonna guess that water spray was the beginning of some effect Glados was going to emanate, but it never went forwards and ended up being forgotten or they didn't see a need to remove it.
The only explanation I have for this is that the particles are present to create the wet/dripping effect GLaDOS has while she emerges from the puddle she wakes up in.
Well shit, for such a simple explanation I can't believe I didn't even think of that. I don't even know how many times that I've beaten the game and I just noticed that she was in a puddle before ressurection. I kinda' feel stupid now lol.
WhoppingGold _617 I don't blame you for not noticing. It took me a while to realize it was me walking in water that was making splashing sounds on my first playthrough.
Yep, I am a source level developer myself and the backdrop is indeed far away from the main map. This thing is called a 3D skybox that is used to make the level seem bigger than it actually is. Put a 1 meter long cube in the skybox and it will appear like a 16 meter long cube in the skybox.
Yes I'm one of the level designers that is working on the mod Destroyed Aperture. Apart from that I am also the creator of the Batcature Laboratories maps that JoshJepson played on his channel. There's a lot of stuff in my workshop :)
LJohnsonStudios I think it’s a splash effect for when you walk on the mud, I think they accidentally attached it to glados and when he was using free camera He was “touching” the splash effect trigger Which caused it to splash as if he was walking on it
@@bobafett1877 realisticamente potevo aspettarmi che ci fossero italiani a guardare sto video ma 7 anni dopo, in una risposta ad un commento per il quale devi anche scrollare un po'? assurdo
me too, i wouldve also liked to see more of the ending with the opera, he does a lot a videos too that i am disappointed by because he didnt do something i want a big example of this gta 5 because i wanted to see what was inside mount chiliad and see if theres really is some kinda easter egg
so true. as a semi-map maker skyboxes are a lot easier to make than what first thought. but seeing whast happens if a player is in one? hoo boy its a nightmare. why am I even saying this...?
I tried making my own map with Hammer (so many hours of my life were wasted), and actually made some good progress! But, when it came time to make the 3d skybox, I could not do it for the life of me. I had to do friggin' math for it, too, and them my graphics card got corrupted, and I thought it was my hard drive yada yada yada now my map is lost forever. I think I'm gonna take a break from Hammer for a while.
ERRORs, as others have mentioned, are for objects that are missing a model. (not texture...missing textures are an iconic magenta/black texture) What they probably are would be objects that regulate certain mapwide behavior. Persistent objects with code that executes when needed.
That's why she had a circuit breakdown trying to process what she just did (GLaDOS -or in this case, PotatOS- responded to Mr. Johnson after asking about something regarding the tests) on "The Reunion". The potato was too weak to handle her confused outburst. I find that funny. xD
1:40 That secondary room is here for a specific trick. The player is actually inside that second room in the beginning, while his POV is inside the main pretty room - which shatters and rotates and skews in different direction in the cutscene - and to avoid having player to interact with the moving room itself(which is usually weird in Source engine games) they just use this trick. This makeup single-texture furniture is here for player to collide with it while being in it.
It's hilarious as someone who knows a lot about how the source engine works hearing Shesez question things about the source engine like why the white void appears after going too far out of bounds.
+Shesez Garry's mod also deploys the 3d map projection. Go on virtually any garry's mod map, hit v, and go outside of bounds, and you can find the smaller version of a projection. On one map in particular, the 3d projection is actually a already fairly large map.
And what I think is pretty interesting is how you can just place npcs and make them godzilla monsters on the city map. It's a nice way to see how the effect works.
Yeah, even as someone whose main interaction with the Source Engine has been Counter-Strike (I have Portal 2, the entire Half-Life collection, Left 4 Dead 2, and Team Fortress 2, but haven't played any of them in a whiiile, except for the Half-Life collection, which I bought during a Steam Summer sale and never played at all yet), I learned about the whole "projecting a smaller area somewhere else, and if you go outside the normal map it disappears" thing simply from moving around in spectator mode after dying in a round of Counter-Strike: Source.
8:57 There is a similar thing in first Cave Johnson's test. There are actually two versions of the sphere near each other, one "normal" and the dark version from which the player is teleported from at the beginning of the test when the lights are turning on.
MelonPlayzYT I know you’re referencing Peabody, but because it’s so well known, people often make the mistake of calling P-body “Peabody” So I couldn’t tell if you were joking or not.
That room you found that was "blown up" for the "backdrop" is the skybox. They are present in almost every source game, especially on maps with a clear view of the sky with buildings in the background. They make that skybox, then use skybox textures to make it look like it's right in front of you, and at a larger scale. It is also updated in real time, so if you placed an object or player in the skybox at an area visible from the map itself, you can see that object or player enlarged to fit the size of the skybox
A lot of these tricks are common among Source Engine games. Half-Life 2 is a prime example, from the skyboxes (the areas that are broadcasted as the background), to a character sitting in a room that gets portrayed on a video screen. And honestly, these kinds of techniques future proofs games, primarily on PC. So that at higher resolutions, things like characters on a video screen don't look like it's from a low res video file, or the background looks like a old jpeg.
2:38 That skybox is a little mini-map mappers make to scale up the background by about 8 times, used in HL2 for the citadel and just about every Source game. 6:05 Also the floor is sealed under those props because a prop doesn't seal a map, so they needed to use real geometry to stop the map from leaking into the void.
The ground at 5:52 is or a Displacement combined with props (displacements are the way for the engine to make bumpy terrain) or a prop altogether, the thing is that neither of the options actually "close up the map" and leave a leak with causes problems when the map is complied, to "counter" this, you need to close up the map with normal world brushes, that's the reason why there is ground below the intended ground.
That trick where there's a mini version of the sky box is in pretty much every valve game, it's pretty cool walking around because if you're playing with other people you'll appear like a giant to anyone looking at the background. Cool stuff.
It depends on the situation... in the end, if you are holding the A button, it still counts as a press. but if you know that you can hold the button down in a previous segment, then the segment alone can have 5. A presses.
2:55 this technique was also used in gmod on flatgrass. There's a smaller version of the backdrop underneath the map which when noclipped to also displays any items or models that are placed there. If you go there in a multiplayer lobby then other people will see a bigger version of your player in the backdrop.
Such a great game. I have been following your channel for a while now and just wanted to say thank you. This is a really cool idea and now i get to see through your vids.
2:29 That's a 3d skybox. It's basically a small room projected onto the "skybox" texture. That allows for the illusion of 3d space without wasting resources. 3:20 That cube is a generic_actor entity. Essentialy, in order to make subtitles show up in dialogues, instead of using an ambient_generic (The standard sound entity), they use logic_choreographed_scene entities. These allow for subtitles, at the exchange of needing a generic_actor entity somewhere in the map. The Announcer and GLaDOS both use a generic_actor entity named @glados, and I really dunno for Wheatley (Tho I believe you either need him ingame or the @glados actor). The reason it's floating is because it's inside a nodraw cube, a texture which is not visible.
If i remember corretly that "Axsis helper" is actually either the entity that detects if you are looking up or down in the tutorial. or the entity that makes the announcer sounds
And that other room next to your room is actually the room where your character is at during the cutscene with wheatley, but you see the room becouse of a camera trick
Okay I know you're unlikely to see this comment but I hope you do cuz it's pretty interesting. I've noticed that when you get to the end credits scene of portal 2, when want you gone is playing, obviously pressing jump buttons and whatever does nothing. No indication of movement. However, if you start a new game at the credits, pressing space makes the sound of chell jumping. My theory is that if you could remove the credits covering the scene, it may be possible to find a hidden room, or at least see how the end credits were designed.
This is because the credits are actually in-game, they are in there own specific level that gets called upon at the start of the game, this is true for ALL games, every menu is built within a level, most menus restrict controls to the menu and the menu covers the entire screen hiding the actual level, the level is usually an empty void or like in some cases, it is a small dark room.
8:59 I think they talked about this. When they were designing the tests, they found it easier to have the player warp to the test room since test rooms often changed frequently as they developed it. Before release they removed all the warps except for one. I believe there was a technicality that prevented them. I think our man Shesez found it.
If I remember it also was the turret "ambush" when you were escaping Wheatley when he rammed a testing chamber into the catwalk (test chamber 75) the space and test chamber you shoot into is not actually inside the object. I think it was not actually possible to have the interior inside the exterior as it was a moving object.
1:50 the developer commentary states that during the manual override you are in this room and teleported to the real room after as to keep you from getting stuck in a wall
I love this series (Boundary Break) sooo friggin much Derek. I love watching episodes of games I never even played like this one. You just really make fun but relaxing and comforting videos. I'm going to become a Patreon soon when I have more funds etc. Just wanted to share my thoughts and say thank you for many nights of comfort watching your vids Shesez. Have a great night.
4:20 the water particle is from when she awoke, the piece you were looking at bounced in the the water which valve kept even after the animation, for some reason
3:22 The cube is there because source needs an item for dialogue to come out of no object no dialogue allowed so this is also in portal one it’s for the announcers voice and/or GLaDOS
2:35 I love how you can explore this in TF2 while spectating matches. Use a free camera and just fly out of bounds and you'll find the models used for the backgrounds of a map! Heck, one of the maps used in Offline Practice also contains the room used for Competitive Mode's results!
4:25 My speculation onto why this happens is Since the area GLaDoS is in is wet.. That means they put a water effect when you walk on the water They probably attached the water effect on her head accidentally Meaning when you look inside You are touching it It gets triggered And then just splashes This is all I could think
i know why glados has that water effect. it actually took me a long time to figure it out, but when glados was powering up, she scrapes her head on the floor before getting up. there was a water particle emitter on her head because the floor was wet so when glados drags her head on the wet floor the water particle represents water
I think that the reason why they have you warp from one room to a duplicate with barely any change is because of the baked lighting. In order for lighting to both look good and not slow down the game, it has to be applied directly to the in-game textures. Therefore, it's actually cheaper from a processing standpoint to create a second room with separate light baking than to have the lights render different light levels in real-time!
Thanks for the video, Shesez. An awesome video about an awesome game! =D Seeing all these shortcuts and tactics the developers utilize to create these scenes are very interesting and a *BIG* help to junior 3D artists & game developers. =:) This is the reason I love the Boundary Break series so much. ^ヮ^
Joe Neutrino We've been trying for months! There is so much stuff Team Silent intentionally hid off camera, it's essentially the holy grail of Off Camera Secrets
2:59 is actually a common theme when it comes to backdrops in the valve engine, in gmod right above construct their is a shrunk version of the inaccessible areas past the walls of construct. so its safe to say they probably do this a lot In their games
Fun fact: You can use a tool that comes with any/all source games called "Hammer" and make your own maps! In Portal 2's case it has a built in one to make Terri- Amazing test chambers.
That seamless transition in the escape sequence actually has to do with the way the Source engine renders lighting. Lighting is entirely baked into each map, in something called "lightmaps" It's raytraced when the map is being compiled by the developer The ability to turn off every light in that room would create a large number of lightmap "pages," one for on and one for off per light That can take up an insane amount of storage space, so instead, when the power goes out, you just get teleported to a room where the lights are in fact off. Thankyou for coming to my TED Talk
I'm glad you chose to do a Source game even though players have the ability to do them because you found a lot more stuff here than I ever would have been able to notice. This is one of my favorites games and this was an awesome video!
This!! it was so worth it.
Josh Walsh what's the song at 520
Exile, Vilify by The National
Darude Sandstorm
Theo Zockt That shit was old 2 years ago.
Sort of explains why Source games have such tiny file sizes.
Also shows how freaking creative the devs are.
Nice picture man 🤣
Tiny files sizes? TF2 is freaking 20 gigabytes!
were*. Now they only care to make moneys from other people's games (steam).
@Shallex what are they doing?
@Shallex When was the last game they made? THEIR game, not someone else's game that is just on steam
That water particle effect is from when Weatley accidently turns GLaDOS on and its head gets pulled out the water
that may be it but it’s invisible from the outside
Yes correct
The fact that you used "it's" as in "it is" instead of the proper "its" for that physically and mentally wounded me.
@@laserdragon1253 who cares?
@@laserdragon1253 the fact that you said "physically and mentally wounded me" had me screwing my face up in 2nd hand embarrassment ffs you're not in some Lord of the rings movie you absolute fedora
"dad, are you space?"
"Yes, now we are a family again"
-space core
Andres Sedillo
Pretty depressing.
Nice
@@wheatleythe_bigmoron_1179 You have the best name ever Ha Ha
yes, space got married to a core and gave birth to space core xD
Fun fact for those who don't know..
The developers have stated that when they are making mechanical objects such as wheatley, they want it to be as mechanically realistic as possible. No magically hovering gears, no gears overlapping magically, essentially something you could build in the real world.
It's actually been done, though without the AI obviously.
@@alexrawson8492 though without the AI , yet
@@monad_tcp Because that would be a constructive AI to build.
So you're telling me....
Except for the "eyelid" parts, they couldn't fit those in reasonably AND realistically.
If you'd decompiled the maps, you could find out the true reasons for many of these seemingly random objects existing, or figure out the reason why various areas are built how they are. I'll go over the ones I can remember off the top of my head, though:
0:44 - This ERROR message is actually the GLaDOS NPC (also used for the announcer voice). It needs to be in the map somewhere, otherwise the dialogue can't play. Not sure why it was showing up as error.mdl in your version, it usually uses the axis helper model...
1:00 - Those two rooms are entirely different in model, texture and lighting, and are thus separate.
1:15 - Oh, there's GLaDOS again. Only the model is working now? Weird.
1:40 - This simplified version of the room is actually where the player is located on the map. They're trapped in this tiny version of the room, and their camera is mirrored in the moving version of the room. This is done so that the movement of the room and the dynamic physics objects don't collide with the player and break the scene. It keeps the camera far more stable, too. Once the room crashes through the wall at the end, the player is teleported to the camera's position.
2:25 - This is called a "3D Skybox". This is a feature of the Source engine which allows for an area of the map to be scaled and used as a skybox image. They do this because if you were to try and recreate this scale of environment in worldspace, it wouldn't fit in the Source Engine's fairly small map size.
3:20 - That cube is probably GLaDOS (or the announcer). I'm too lazy to load up Portal 2 to find out for certain, but usually they'll use a model that's already loaded into memory, like the cube, or something low-footprint like the previously seen axis helper. Source doesn't allow you to have objects outside of the sealed areas of the map (inside 'the void') at compile time, so if you see something like this that isn't directly connected to something inside the map itself, it's not a mistake and it's probably some internal actor entity.
4:20 - That splash effect is visible during the power up animation. For some reason, they didn't stop triggering it after she's powered up? Weird.
6:17 - These are the transition boxes; this is something of a hang-over from Source being intended for 'seamless transition' style level loads akin to Half-Life 2. When a player loads into a level, a transition is performed in one box, and when they are due to leave the level, a transition is performed in the other. The fades at the start and end of the level hide this.
7:25 - They had an actual bird model... I don't really know why they used that brush model there. I guess it fit within the memory budget better, I don't know.
9:00 - These rooms are separate because the lighting is different. That's seriously the entire reason. Source's support for dynamic lighting extends to ugly, non-bounced lightmap page switching, or projected textures (the dynamic shadowing lights used throughout Portal 2). Generally, lights are otherwise entirely static in Portal 2. It was easier to teleport the player to a different copy of the same room with rebuilt lighting than it was to work in some kind of dynamic solution for turning off static lights. Valve do this a lot; Episode 1's razor train sequence has three (I think) different trains.
11:31 - This is the same thing they did with Dr Breen in HL2, and every other on-screen sequence. Portal 2 did add support for playing Bink videos in the world, but that'd take up a bunch more drive space than just plopping a render texture camera in front of Wheatley. The simplified model is to fit within the memory budget; Similarly, Breen's on-screen version in HL2 is only his torso.
12:30 - Ewwww. I'd forgotten those arms were rigged like that.
13:00 - Aww, you didn't show my favourite thing about this scene! The portal seen within the cutscene is entirely fake. It's just a hole cut out in the ground between the Central Chamber and the surface of the Moon with a fake, texture version of the portal border effect.
Phew, I think that's everything that needs explaining. Everything else is sorta just self-explanatory, like the use of fog and lighting throughout the game to make things seem more mysterious. I'm not gonna explain the portals themselves, I'll do that some other time.
SpAM_CAN one question, how do u know that. im pretty sure that u r a source engine's developer.
I've worked with Source for 8 years or so, and became a full licensee a couple years back, working on Portal: Outside Influence.
Also, Valve talk about this stuff a fair bit. They've published papers and done talks and stuff, and there's the Valve Developer Wiki with a bunch of info on too.
I was gonna comment about the proxy camera with the relaxation vault, too. Pretty sure they also used that technique for the tube ride to GLaDOS' chamber, for the same reasons.
Ex-Portal 2 mapper here, by the by. Started mapping for Portal 2 around 2012, stopped doing it two months back. I alternatively still make Gmod maps, though.
And there is also the awesome in game commentary ^^
Im pretty sure the cube outside the map was a base cube.
It's basically a texture the game uses as a base and then clones it so you can make a spawner that spawns objects. Like the "master turret" in the game after a while, and replacing it replaces all the turrets.
The reason for the metal-textured "mirror" hotel room is that it acts as collision during the Container Ride sequence. Your physical body is actually in that room, but using an entity called a viewproxy, your camera is placed in the moving, destroyed, room. Forces are applied in the mirror room that match what's going on at the fake hotel room. This is because the Source engine really doesn't handle collisions smoothly on moving, swinging, shaking, rotating geometry like in the container ride.
You can actually tell when you're viewproxied - you can't crouch. Just a little bug :)
Oh, and the reason for there being two different copies of that light bridge map - Source SUCKS at dynamic lighting. Really bad. As counterintuitive as it sounds it's better for performance to have two copies of the room instead of switching the lighting in one copy!
I was about to write that I think that's what it is, guess I wasn't wrong, huh :P
Jesus christ. That's a lot of work for one effect.
2:48 Do you know why they did this? I've seen it quite often in Source games.
Wow, first I never knew the little room even existed until this video and now I have an in-depth explination as to why it is there. Thanks for takin' the time to write this out!
9:27 Remember when you're solving the test and the power goes out? I think that's when you transition.
After some looking at multiple playthroughs, I can conclude that it has something to do with the lighting. As from the "powered down" version of the room the lights objects are still there and are clearly visible but the light source is not connected with the lights. The game even does convincing tricks (forcing you to stand next to Wheatley before the escape opens, urging you away from the room and giving you a clear path forward by turning on the hard light bridge) to make you not to see the room does not "power back up" as it's permanently dark. As to why I can think of 2 reasons. 1 it is practically impossible to change/delete dynamic lighting sources in the game engine during the level. 2 it is much more code efficient (therefore more smooth and stable) to teleport 2 objects (you and the cube) and turn off syncronised objects (the hard light bridges).
Edit: while i said dynamic lighting, I don't think portal 2 had any because that was mainly pushed in the next generation of games. It would probably be more accurate to call it the multiple array of light sources of varying intensities, but that is a mouthful and the point still stands.
@@mikzpwnz_3199 Correct. Portal 2's engine, Source, really sucks at dynamic lighting. The best thing that it has for dynamic lighting is Projected Textures, which are basically textured spotlights with optional shadow mapping, that also don't have any bounce lighting at all.
Source primarily uses baked lightmapping for lighting the world. This means that the lighting can't really be changed much at all in real-time. There is "lightmap paging" that allows a baked light to be switched off, but it looks very bad as it disables bounce lighting completely for that light to reduce the amount of lightmap pages generated.
So, for a large-scale change in lighting like this, it's best to just duplicate the entire room, and seamlessly teleport the player and any other objects across.
@@mikzpwnz_3199 The light bridge connects to this wall that you can shoot a portal on, the problem is that the wall's panels is supposed to open up to reveal wheatley later, so they had to make a seperate version of the scene with the wall replaced with an animated model
The ERROR thing you're seeing just means a level entity is referencing a non-existent model. Probably just means they stripped out a model only used for debugging to save on memory.
you're totally right :-) on other source games, it's usually painted on red.
it's like in Gary's mod when you see models that another player used but you yourself haven't downloaded or have any data of it
Exactly that, only in this case it looks like they had a custom model for a debug object, like, say, a camera view or point to teleport to, and either removed it when they shipped the game or it was in some external development directory that wasn't packaged with the game data.
Interference22 I'm very interested what is that model and texture of BLUE ERROR cause every game like portal 2 have all materials but error ?! maybe that just test
Satan 2k not at all like in Garrys mod you see red errors yes? but I see also green yellow red-yellow and like that I'm interested why is it colloring with other colors you see only red color or more?
11:22 **breaks wheatleys monitor while showing the outside boundary stuff**
I want to soak my bones in gravy
Lol what are you doing here? I'm surprised. Btw hope you have a great day ;3
What the fuck
Máté Antal I second that
Maxxx????¿????
???
When you said drones instead of turrets it physically hurt me
How
@@thatradioboy oh
lol
@@drunkenpotato143 r/woooosh
Yes. It did.
Can you Boundary Break real life? I need to know what I'm standing on.
likely a rug!
Shesez can you boundry break my pants?
Gamey Firebro Fnaf is just a bunch of pictures so you cant
Blacktoast 1234 what's the song at 520
Blacktoast 1234 There is a blue error where you appear to be standing
I just wanted to know what Wheatley does when we have to look away... :(
The first time, you can stand on top of him to see, he just does a small animation where his front part moves back and forth.
The second time you can use portals to see him. He just swings and breaks the glass
@@Scamper10 you Dont even have him to break it. You can just glitch and put the portal in
@@average7557 I know, but that was not my point. I was talking about what happens when you DO look away.
your average SU fan or if you’re a Pro Gamer(tm) you can shoot through a pixel of the door and not use a turret at all. Or I guess you can use two defective turrets to fly. Either or.
dageo gaming
First one:
His eyeball spins
2nd one
He slams his face into the glass
"But we need to talk about parallel universes"
You couldn't make this better
Nicolasmcfly not many people got that pannenkoek reference :/
An A press is an A press, you can't say it's only half.
@d lmao get a life
@d you must be fun at parties
@d are you alright
Glados had water cooling before it was cool. Or done properly.
I was always confused as to why they took the time to put water effects inside of a character... makes you wonder
Same reason behind all the other stuff that is inside games but never gets used: because it was going to be at some point, then they changed their minds but left it there either due to forgetting or due to fear of its removal breaking something due to some connection they forgot about.
I'm gonna guess that water spray was the beginning of some effect Glados was going to emanate, but it never went forwards and ended up being forgotten or they didn't see a need to remove it.
The only explanation I have for this is that the particles are present to create the wet/dripping effect GLaDOS has while she emerges from the puddle she wakes up in.
Well shit, for such a simple explanation I can't believe I didn't even think of that. I don't even know how many times that I've beaten the game and I just noticed that she was in a puddle before ressurection. I kinda' feel stupid now lol.
WhoppingGold _617
I don't blame you for not noticing. It took me a while to realize it was me walking in water that was making splashing sounds on my first playthrough.
Yep, I am a source level developer myself and the backdrop is indeed far away from the main map. This thing is called a 3D skybox that is used to make the level seem bigger than it actually is. Put a 1 meter long cube in the skybox and it will appear like a 16 meter long cube in the skybox.
Those weird cubes by the way are to properly handle the level transitions, we add them in maps as well whenever we use an elevator instance
That axis thing 'that helps developers' is an important instance I remember that has some script-entities in it.
The Deadly Gamers Yeah you're right it depends on whay you pick for the sky_camera
Are you actually a developer?
Yes I'm one of the level designers that is working on the mod Destroyed Aperture. Apart from that I am also the creator of the Batcature Laboratories maps that JoshJepson played on his channel. There's a lot of stuff in my workshop :)
“I like to learn with you, the audience” suspiciously sounding like an alien
An alien would say, "study you".
@d get a life.
@d stop saying inane, you’re not smart.
@d okay Glados
i think the water effect in glados is from when she lifts herself up, they just didn't remove it.
LJohnsonStudios
I think it’s a splash effect for when you walk on the mud,
I think they accidentally attached it to glados and when he was using free camera
He was “touching” the splash effect trigger
Which caused it to splash as if he was walking on it
@@Lunarcreeper You can see the effect when shes getting up too, the one thats inside of her.
I can't believe it. You actually did it. I didn't even think that's where you would end up going.
"First we need to talk about parallel universes"
I did it for you
GeneWhiz timestamp?
Zephir il ventilatore chiassoso 2:45
@@bobafett1877 realisticamente potevo aspettarmi che ci fossero italiani a guardare sto video ma 7 anni dopo, in una risposta ad un commento per il quale devi anche scrollare un po'? assurdo
cioè magari sto rispondendo al profilo di una persona morta e non lo saprò mai
Drone
Shell
GLaDAWS
༼ つ ಠ_ಠ ༽つ
lmao
Lol
No it was a triumph
@@naturalnova69 Weetly
༼ つ ◕_◕ ༽つ
That is a very amazing joke you made 11:01
God damn it
Amaze-ing!
My laptops dying and CEX
hello 2244.. no.
I absolutely LOVE Wheatley's look at 2:10. "Umm... Ya done, mate?"
Kinda disappointed you didn't explore the underground area more. I really wanted to see the dry dock for the Borealis.
John Spade hi brother
John Spade w
WalkerIsCool who’s?
me too, i wouldve also liked to see more of the ending with the opera, he does a lot a videos too that i am disappointed by because he didnt do something i want
a big example of this gta 5 because i wanted to see what was inside mount chiliad and see if theres really is some kinda easter egg
klow 43 The opera was a cutscene.
Chell, before shooting a portal to the moon: "Wheatley, I'm sorry. I love you, but until your attitude changes, I think we need a little space."
byakurenbreak
*clap. clap. clap. *
Chell, before shooting a portal to the moon, "..."
Actually all she ever says is, " ."
*applause*
... Nice.
Discovered skyboxes.
Grand Admiral Thrawn *3D skybox
Source games have pretty fun skyboxes, if another player enters the skybox he will seem gigantic to everyone on the map looking at the skybox
so true. as a semi-map maker skyboxes are a lot easier to make than what first thought. but seeing whast happens if a player is in one? hoo boy its a nightmare. why am I even saying this...?
Dump all sorts of props in it
I tried making my own map with Hammer (so many hours of my life were wasted), and actually made some good progress! But, when it came time to make the 3d skybox, I could not do it for the life of me. I had to do friggin' math for it, too, and them my graphics card got corrupted, and I thought it was my hard drive yada yada yada now my map is lost forever.
I think I'm gonna take a break from Hammer for a while.
I love how calm wheatley is at the sight of you ohasing through solid objects.
*phasing
@@lev7509 🤓
"But to answer that, we need to talk about parallel universes."
D-Did he just...
He just...
*Super Mario 64 File Select theme plays*
TJ """""HENRY""""" Yoshi
But how many hours he had to build speed?
Beastworm 12.
* *Super Mario 64 File Select theme earrape version plays*
Overwatch Shotgun Soldier lmao
ERRORs, as others have mentioned, are for objects that are missing a model. (not texture...missing textures are an iconic magenta/black texture) What they probably are would be objects that regulate certain mapwide behavior. Persistent objects with code that executes when needed.
We DO know the reason of errors, but, why are they BLUE???
All other source games I have played use red errors
@@GoofySlugpup Because Aperture
Or smth lol
GLaDOS has water nside of her to cool her system (mainly during emotional outbursts... especially anger. Chill out!)
That's why she had a circuit breakdown trying to process what she just did (GLaDOS -or in this case, PotatOS- responded to Mr. Johnson after asking about something regarding the tests) on "The Reunion". The potato was too weak to handle her confused outburst. I find that funny. xD
Someone mentioned it might be for when she's first revived since she's sitting in a puddle of water.
"Dad I'm in space"
"Im proud of you son"
"Are you in space"
"Yes now we can be a family again"
my fav part haha
1:40
That secondary room is here for a specific trick. The player is actually inside that second room in the beginning, while his POV is inside the main pretty room - which shatters and rotates and skews in different direction in the cutscene - and to avoid having player to interact with the moving room itself(which is usually weird in Source engine games) they just use this trick. This makeup single-texture furniture is here for player to collide with it while being in it.
It's hilarious as someone who knows a lot about how the source engine works hearing Shesez question things about the source engine like why the white void appears after going too far out of bounds.
im glad you at least found some way to enjoy the video!
+Shesez Garry's mod also deploys the 3d map projection. Go on virtually any garry's mod map, hit v, and go outside of bounds, and you can find the smaller version of a projection. On one map in particular, the 3d projection is actually a already fairly large map.
And what I think is pretty interesting is how you can just place npcs and make them godzilla monsters on the city map. It's a nice way to see how the effect works.
Garry's mod is where i learned most of it.
Yeah, even as someone whose main interaction with the Source Engine has been Counter-Strike (I have Portal 2, the entire Half-Life collection, Left 4 Dead 2, and Team Fortress 2, but haven't played any of them in a whiiile, except for the Half-Life collection, which I bought during a Steam Summer sale and never played at all yet), I learned about the whole "projecting a smaller area somewhere else, and if you go outside the normal map it disappears" thing simply from moving around in spectator mode after dying in a round of Counter-Strike: Source.
8:57 There is a similar thing in first Cave Johnson's test. There are actually two versions of the sphere near each other, one "normal" and the dark version from which the player is teleported from at the beginning of the test when the lights are turning on.
When you said "I have to see this" when Weatly mentioned birds that actually, really made me laugh.
8:21 “Drones”
God
This hurt so much
HOLY SHIT WHYYYYYYYYYYYYYYY
@@WebsiteCrashed same
You
have
no
idea.
Haha, at least he knows p-body?
MelonPlayzYT it’s P-body. Lol.
MelonPlayzYT I know you’re referencing Peabody, but because it’s so well known, people often make the mistake of calling P-body “Peabody”
So I couldn’t tell if you were joking or not.
That room you found that was "blown up" for the "backdrop" is the skybox. They are present in almost every source game, especially on maps with a clear view of the sky with buildings in the background. They make that skybox, then use skybox textures to make it look like it's right in front of you, and at a larger scale. It is also updated in real time, so if you placed an object or player in the skybox at an area visible from the map itself, you can see that object or player enlarged to fit the size of the skybox
A lot of these tricks are common among Source Engine games. Half-Life 2 is a prime example, from the skyboxes (the areas that are broadcasted as the background), to a character sitting in a room that gets portrayed on a video screen. And honestly, these kinds of techniques future proofs games, primarily on PC. So that at higher resolutions, things like characters on a video screen don't look like it's from a low res video file, or the background looks like a old jpeg.
2:38 That skybox is a little mini-map mappers make to scale up the background by about 8 times, used in HL2 for the citadel and just about every Source game.
6:05 Also the floor is sealed under those props because a prop doesn't seal a map, so they needed to use real geometry to stop the map from leaking into the void.
The ground at 5:52 is or a Displacement combined with props (displacements are the way for the engine to make bumpy terrain) or a prop altogether, the thing is that neither of the options actually "close up the map" and leave a leak with causes problems when the map is complied, to "counter" this, you need to close up the map with normal world brushes, that's the reason why there is ground below the intended ground.
That trick where there's a mini version of the sky box is in pretty much every valve game, it's pretty cool walking around because if you're playing with other people you'll appear like a giant to anyone looking at the background. Cool stuff.
Or just spawn NPCs and have them fight
"Parellel Universes" ~0.5 A presses
An A press is an A press, you can't say it is only half!
Sure you can. Ask any speedrunner.
It depends on the situation... in the end, if you are holding the A button, it still counts as a press. but if you know that you can hold the button down in a previous segment, then the segment alone can have 5. A presses.
I was referencing a joke about it :P A presses can be half if held in previous segments just like you said.
Pootis Mun that however updates the scuttlebug's home to the scuttlebug's position.
2:55 this technique was also used in gmod on flatgrass. There's a smaller version of the backdrop underneath the map which when noclipped to also displays any items or models that are placed there. If you go there in a multiplayer lobby then other people will see a bigger version of your player in the backdrop.
Such a great game. I have been following your channel for a while now and just wanted to say thank you. This is a really cool idea and now i get to see through your vids.
appreciate the kind words Doug!
So Glados is always drowing? It's a wonder she's Still alive!
This was a triumph.
I'm making a note here,
HUGE SUCCESS.
It's hard to overstate my satisfaction.
eyyyyyyy
_I want_ those Portal jokes _gone._
I'm alive my name is spelled GLaDOS
7:46 Looks like you're QPU misaligned
best meme
He should really try scuttlebug raising
An a press is an a press, you can't say it's only a half
Well Dionicio3 "Yoshi" King_Of_Skiddos...
5:45 i like how as soon as he goes inside the metal and sees the spinning fan, the music drops and goes "BRRRRRRRR"
XD
Fan jumpscare
2:29 That's a 3d skybox. It's basically a small room projected onto the "skybox" texture. That allows for the illusion of 3d space without wasting resources.
3:20 That cube is a generic_actor entity. Essentialy, in order to make subtitles show up in dialogues, instead of using an ambient_generic (The standard sound entity), they use logic_choreographed_scene entities. These allow for subtitles, at the exchange of needing a generic_actor entity somewhere in the map. The Announcer and GLaDOS both use a generic_actor entity named @glados, and I really dunno for Wheatley (Tho I believe you either need him ingame or the @glados actor). The reason it's floating is because it's inside a nodraw cube, a texture which is not visible.
Skyboxes have been a thing for a long time, too. Unreal Tournament 99 uses them extensively. There are probably even earlier games that use them, too.
@@RussellRRocke hes talking about 3d skyboxes and skyboxes are an essential thing to have in a game so the sky isn't just black
*P A R A L L E L U N I V E R S E S*
Oh pannen, you wonderful meme machine.
If i remember corretly that "Axsis helper" is actually either the entity that detects if you are looking up or down in the tutorial. or the entity that makes the announcer sounds
And that other room next to your room is actually the room where your character is at during the cutscene with wheatley, but you see the room becouse of a camera trick
The drones -_-
I need to find a tall building
OMG THE PARRELEL UNIVERSE THING FROM WATCH FOR ROLLING ROCKS GOT ME WEAK I LOVE YOU
MrSquiggles I got the joke too.
A Boundary Break is a Boundary Break, you can't say it's only a half.
Nah, I got the joke too
It's a pretty big meme. I'm pretty sure at least *some* people get it
we need a boundary break of PUs done in half an a press
I've played this game 15 times and noclipped everywhere, yet you still find things I haven't found. Subbed.
Okay I know you're unlikely to see this comment but I hope you do cuz it's pretty interesting.
I've noticed that when you get to the end credits scene of portal 2, when want you gone is playing, obviously pressing jump buttons and whatever does nothing. No indication of movement.
However, if you start a new game at the credits, pressing space makes the sound of chell jumping. My theory is that if you could remove the credits covering the scene, it may be possible to find a hidden room, or at least see how the end credits were designed.
it's just two black panels IIRC. type ''stopvideos'' in console while watching WYG to see for yourself
also I saw the map for the credits in valve hammer editor and it's just two rooms with nothing on it
This is because the credits are actually in-game, they are in there own specific level that gets called upon at the start of the game, this is true for ALL games, every menu is built within a level, most menus restrict controls to the menu and the menu covers the entire screen hiding the actual level, the level is usually an empty void or like in some cases, it is a small dark room.
6:29 hammer mapper here, those boxes are used by the elevators to spawn and set what map the player will load into
8:59 I think they talked about this. When they were designing the tests, they found it easier to have the player warp to the test room since test rooms often changed frequently as they developed it. Before release they removed all the warps except for one. I believe there was a technicality that prevented them. I think our man Shesez found it.
If I remember it also was the turret "ambush" when you were escaping Wheatley when he rammed a testing chamber into the catwalk (test chamber 75) the space and test chamber you shoot into is not actually inside the object. I think it was not actually possible to have the interior inside the exterior as it was a moving object.
It's cute to see you learn about the miniature-model-skybox method of the source engine after over 10 years.
totes adorbs
even cuter 7 years later
@@VenereJames Time flies and I hate it.
OH MY GOSH THANK YOU THIS IS MY FAVORITE GAME OF ALL TIME!!!
aww youre welcome
1:50
the developer commentary states that during the manual override you are in this room and teleported to the real room after as to keep you from getting stuck in a wall
ok, this is my new favourite UA-cam Channel.
Dizzyplayzma090 mine two
Robin Szabo Mine four
Mine five!!!!!
Quality may-may my friend.
You can't say a content is may-may! it can either be may or may but it can't be may-may
Is this because the parallel universes shit on the video? i loved it
Oh wow, it's THE TJ "Henry" Yoshi!
Do you comment on every video that has a reference to that video? props if you do,that is hilarious!
Well TJ "Henry" Yoshi, to answer that, we have to talk about parallel universes.
0:18
Shes riding an invisible unicycle :3
At least you're honest about not knowing much about the source engine.
11:30 that's another Source engine function, in HL2 breen/kleiner etc are in the world somewhere when they're on screen
Playing Garry's Mod actually helps you learn a lot about the source engine, btw.
Mapping helps a lot too.
go away
Yeah, i was surprised he didn't know about the Source Skybox technique thingy where there's a separate room :P
I just modded Portal 2 on the Xbox 360, much quicker, and easier
WhoppingGold _617 But on PC you just hit a button and type "noclip" and you're done lol
You are just great, your videos are fantastic, and you have to do a boundary break of your room.
Congratulations from Spain.
I love this series (Boundary Break) sooo friggin much Derek. I love watching episodes of games I never even played like this one. You just really make fun but relaxing and comforting videos. I'm going to become a Patreon soon when I have more funds etc. Just wanted to share my thoughts and say thank you for many nights of comfort watching your vids Shesez.
Have a great night.
I found this eerily weird and disconcerting.. don't know why, just made me feel strange..
The Last Knight stoned or something?
It is just the "portal" vibe
The game itself feels like that, it's not just this video
This is always eerie and disconcerting for me
Portal 2 is really eerie at times..
Haha, that Pannenkoek reference was great. XD Awesome episode!
I always knew game development was hard but didn’t know how much extra work went into making every scene so immersive! ❤️
Explanation for the cubes: the cubes are props that are like computers that run the programs to load, play voice lines, etc.
The best part about Portal 2 and Portal: Still Alive is that you can just enter a command to break to boundaries of the map by noclipping.
you can do that on almost all valve titles
@@TML233 ya I wrote this when I was 12. Honestly glad I know more about Source engine now than I did before.
*PARALLEL UNIVERSES*
no. just portals.
NO, PARALLEL UNIVERSES!!!
im just gonna build up speed for 12 hours
TJ """""""""""""""""""""""""""""""""Henry""""""""""""""""""""""""""""""""" Yoshi
Stop summoning me :c
4:20 the water particle is from when she awoke, the piece you were looking at bounced in the the water which valve kept even after the animation, for some reason
That’s not water 💀💀💀💀💀💀💀💀💀💀
Yes! I’m so happy! This is one of my favourite games of all time, and I love the fact that you’ve made this! This is super cool!
11:01 "It almost looks like a maze it's not quite but it's aMAZing how walls there are."
I see what you did there Shesez.
i thought the same thing lol
11:03 aMAZEing you say?
"If 4 Chells break boundaries together, Chell breaks into herself 12 times." Simple math.
3:22 The cube is there because source needs an item for dialogue to come out of no object no dialogue allowed so this is also in portal one it’s for the announcers voice and/or GLaDOS
Science is Fun is my alarm tone, so the video beginning scared the everloving crap out of me
2:35 I love how you can explore this in TF2 while spectating matches. Use a free camera and just fly out of bounds and you'll find the models used for the backgrounds of a map!
Heck, one of the maps used in Offline Practice also contains the room used for Competitive Mode's results!
The minature map is how the skyboxes are projected in the Source engine.
You can also see this as evident in plenty of Gmod maps.
Gm_mcdonalds
i love how you used Science is Fun at the intro, it had such good sync
*DAD , ARE YOU SPACE?*
*YES NOW WE'RE PLAYING AGAIN*
Oh yeah yeah
*HERE COME THE SPACE COPS, KEEP COOL*
No Im SPAAAAAAAAAAAAAAAACEEEEEEEE
I can't tell if someone said this already, but the "loading cubes" are to make sure you spawn in the same spot each time.
4:25
My speculation onto why this happens is
Since the area GLaDoS is in is wet..
That means they put a water effect when you walk on the water
They probably attached the water effect on her head accidentally
Meaning when you look inside
You are touching it
It gets triggered
And then just splashes
This is all I could think
It's apparently because it's an effect played in the cutscene where she wakes up that they didn't bother to turn off
Diegothecat 555
Ohh
Idk what I said was pretty similar
why are there so many spaces
i know why glados has that water effect. it actually took me a long time to figure it out, but when glados was powering up, she scrapes her head on the floor before getting up. there was a water particle emitter on her head because the floor was wet so when glados drags her head on the wet floor the water particle represents water
I think that the reason why they have you warp from one room to a duplicate with barely any change is because of the baked lighting. In order for lighting to both look good and not slow down the game, it has to be applied directly to the in-game textures. Therefore, it's actually cheaper from a processing standpoint to create a second room with separate light baking than to have the lights render different light levels in real-time!
Thanks for the video, Shesez. An awesome video about an awesome game! =D
Seeing all these shortcuts and tactics the developers utilize to create these scenes are very interesting and a *BIG* help to junior 3D artists & game developers. =:)
This is the reason I love the Boundary Break series so much. ^ヮ^
*Note to self:* try experiment with some yellow walls . :)
11:00 "it almost looks like a maze... not quite but its a-MAZE-ing how may walls there are" :)
That water splash effect inside GlaDos probably has something to do with how when she first wakes up she leaks water out as she reassemble herself.
PLEASE DO SILENT HILL
second
That's a really good idea!
Joe Neutrino We've been trying for months! There is so much stuff Team Silent intentionally hid off camera, it's essentially the holy grail of Off Camera Secrets
Paul Syrek I've been asking for Silent Hill for awhile now lol
FlameB1 how interesting
I've never seen what the game looks like XD
7:46 "We need to talk about parallel universes"...
PANNENKOEK2012 REFERENCE!
A boundary break is a boundary break. You can't say it's only a half!
I love that UA-camr
QPU ALIGNED
Well then ''''''''''''''''''''''''''Jake"""""""""""" hidgeon
TheSola10 when he said "but before that, we need to" and I already knew what was coming xD
THEY'RE NOT DRONES THEY'RE TURRETS!
Oh
Okay.
Who'm'st've
Big deal get over it
@@trod146 You are my uncle.
the fact we have no confirmation that another portal game will be made again ever haunts me everyday
2:59 is actually a common theme when it comes to backdrops in the valve engine, in gmod right above construct their is a shrunk version of the inaccessible areas past the walls of construct. so its safe to say they probably do this a lot In their games
Everything since Half Life 2 theyve done it (and probably earlier but idk)
the source engine is a masterpiece!!
Fun fact: You can use a tool that comes with any/all source games called "Hammer" and make your own maps! In Portal 2's case it has a built in one to make Terri- Amazing test chambers.
DeathByAutoscroll portal 2 ships with both the multiverse initiative AND Hammer.
But first we need to talk about parallel universes
**Pannenkoek2012 pops into existence**
Pannenkoek: hello
That seamless transition in the escape sequence actually has to do with the way the Source engine renders lighting. Lighting is entirely baked into each map, in something called "lightmaps"
It's raytraced when the map is being compiled by the developer
The ability to turn off every light in that room would create a large number of lightmap "pages," one for on and one for off per light
That can take up an insane amount of storage space, so instead, when the power goes out, you just get teleported to a room where the lights are in fact off.
Thankyou for coming to my TED Talk
It would be interesting to see wii sports resort, because all the minigames take place on the island
Can you please boundary break it?
I don't even think you can make that
Antoniomanno Gibus Soldier maybe look it up before you comment. Has been made a couple of times
Plot Vis oh.
My bad
Antoniomanno Gibus Soldier everyday you learn something