in lore context, these ARE the main scientists who would contribute to the cause the events of hl1 and 2, even if they were unforeseen consequences. So, if freeman could go back in time, he would absolutely blow these people up
The youth don't even know about "Be kind, rewind" any more! I got a second-hand Elden Ring at the video store and had to walk all the way back from Leyndell to Stranded Graveyard! Kids these days.
imagine the lambda team just sitting in the lamba complex when suddently gordon appears and says: yo guys i forgot my car keys in my locker im gona go get them gona be back soon (then gordon back tracks to unforseen consequences, looks in his locker and realises his keys were in his pockets this whole time)
@@Mach-2-Fishbed Gordon after realising his keys are in his pockets: welp since im here i might aswell fix everything (Gordon then proceeds to fix the Anti-Mass Spectrometer, sets it to -110% and undoes the resonance cascade)
Headcanon: In order to employ Gordon, Gman needed proof of ID, but Gordon accidentally left his wallet on the tram at the start of the game so he has to go all the way back to get it xD
Using BunnyXT to see the triggers is only half the story. A lot of brush triggers, including trigger_changelevel, have the "Use only" flag, which makes them function essentially as a point entity and activated only from other entities, completely ignoring collisions. On those maps where they don't work, Valve's mappers bothered to actually enable the flag. Secondly, because these out of reach triggers aren't meant to be reached, the landmarks can be out of place. Valve's mappers usually settle the issue with a teleport box that ensures the player is within the box when they changelevel into the map. No affordances were made for those who backtrack, of course. Lastly, a few of those where you landed beyond the changelevel that'd take you back to the previous level, it shows you the unfinished state of a portion of the map you just went, which is cool. Addendum: 1. The fact that backtracking changelevel triggers exist at all is due to the way Valve coded changelevels and save states, which didn't exist in the original Quake engine. It requires all changelevels to be two way, even when you're teleporting between levels in game. If the backtracking changelevels didn't exist, the game crashes. So the quick solution for when backtracking isn't intended is to place them in far away, hard to reach places. To be doubly sure, mappers should enable the aforementioned "use only" flag, which Valve rarely did. 2. As to why the sky is made of water, I think it's to prevent grenades, RPGs, and bullets, from leaving explosion effects and decals on the skybox.
@@itdobelikedattho8112 It's pretty self evident if you're not a dumbass. It's blocked by invisible walls, so the easiest and simplest way to get past it is by simply typing noclip into the console.
Few peope know this but this is actually how Valve originally meant the game to be played. According to Mark Laidlaw, Gordon was supposed to go back in time and prevent the Ressonance Cascade from ever happening. Through the magic of level transitions and save-load scumming. True Story. I heard this from my friends' uncle who's also a timetraveler and works at Nintendo's Hotline.
Not *entirely* untrue. Before Half Life was released, there was a PCGamer interview where valve stated that from any point in the game you would be able to backtrack to the beginning, and that the environment will have changed, like wet areas being covered in moss and such. So that was in fact part of the original design. Of course the accompanying screenshots were of the early version of Half life where the scientists all looked crazy and the weapons were weird and super blocky. Clearly somewhere between the early version and the versions closer to release that idea got scrapped, but it would have been interesting to see what they could have done with a sort of Metroidvania backtracking kind of thing where you needed new abilities like the long jump in order to progress in an earlier map. But thankfully what was released was a great game in any case.
@@oxidedamage8837Yes! You're absolutely right! (No sarcasm). So cool you brought this up. I believe that it's not simply that the idea got scrapped, but that the whole development ethos changed and evolved. I really miss that spirit of them wanting to go after simulacrum instead of smokes and mirrors. We only got a glimpse of that in the released game.
I can confirm this was going to be revealed in Opposing Force when it was originally a SEGA Game Gear and Colecovision exclusive expansion but then those versions got cut.
gordon goes backwards through xen and black mesa, and reverses the resonance cascade and kills the key scientists in the experiment, preventing the end of the world, chad
gordon in HEV suit and full armory in his inventory just casually throwing granades at fellow scientist and watchin them become gibs in 2x speed is the funniest thing i've seen today
I've always liked the concept of the normal game progression flipped on its head. You start the game and kill the final boss, then torch all his guards, and drop the BFG at the level transition. Then you go through the second to last level and drop the sniper rifle at the end of that mission. Your tools become more and more limited but the level design starts focusing on smaller scale fights to compensate. The idea of discovering the story in reverse would be pretty cool, and the gameplay would look something like some of these moments, although with less game breaking. The idea of starting halflife knowing nothing about the story and playing it backwards, putting together the pieces of the disaster in reverse just sounds like a crazy experience
Reminds me of the Pain of the path mod in Hollow Knight where you have to do the Path of Pain (The hardest, most infamous level in the game) in reverse
there is a map pack for doom that remixes the doom levels to be played in reverse, you start with the icon of sin (now completely destroyed) and end in entryway (with a brand new icon of sin) called "the long trek back home"
That water at the map borders is very interesting, I think it could work to catch grenades so they don't bounce off the skybox, even if it's unintended.
26:53 I can't believe you just let me watch that lift appear out of the wall and start descending without making any comment as if nothing happened. "*whistles* don't mind me!" Edit: And again at 27:57!
this actually happened to me in half life source after I accidentally back tracked via glitching onto the top of a vent. I was locked inside slowly crushed by the elevator and died. It also removed my saves from any area after it
Considering how linear Half-Life games are, I am extremely impressed that they bothered setting up backtracking in any maps at all. Most linear games just use impassable drops as excuses as to why you can't backtrack or just weld the doors behind you when you use them to transition to another map. Considering Half-Life 1 doesn't really have collectibles in the traditional sense, they really didn't have to implement backtracking at all, but they did. Just another reason to respect Valve in their early days
It's probably a legacy of one of HL1's original design objectives: They originally wanted it to be possible to backtrack through the entire game at any point. That was abandoned when it was realized to be incompatible with a linear story.
@@TheBleggh I wouldn't say it was abandoned, seeing as you can successfully go back 17 maps in a row lol. Besides, Half-Life 2 also has backtracking, when Valve already knew it was unnecessary, so adding at least some backtracking is clearly a choice, not a vestige of cut out functionality
@FiksIIanzO They absolutely kept as much continuity as they could, but the hard breaks in HL1 are something Marc Laidlaw talks about In a blog post, IIRC.
It's the engine's limitation that makes backtrack triggers compulsory. You can't have just one changelevel trigger without their counterpart in the other map, otherwise the game crashes.
"Gordon freeman in the flesh. Or rather... In the hazard suit. I took the liberty of releiving you of your weapons, most of them were government property... As for your carkeys... I left them on your desk..." Gordon turns around and begins the longest backtrack through space and time.
yeah. for some reason, the sky brushes are made of water. it was a lot of fun, as a kid, going OOB and swim in the sky and snipe enemies and other players. with modern day community-made compilers, however, it put clip boxes around the sky by default.
Fun fact: change level in source is so bs hard that in hl2 there are invisible walls right behind the eplayer because the devs didn't wan't to waste their time making another change level
They aren't hard at all once you know how they work. They have very little difference in terms of functionality between goldsrc and source in any ways that would contribute to any hardness comparison you are trying to make.
deliberately traveling back through the living nightmare that was gordon freeman's very bad day at work has to me made this the scariest half-life video i've ever seen
Your videos are perfect for when I want someone with a soothing voice to tell me a bunch of stuff that doesn't require a lot of mental energy to take in. It's like ASMR except it feels like I'm actually doing something
I remember seeing a friend of mine doing this once when I went over to visit him. I asked him what he was doing and he said he was seeing how far he could backtrack in HL1. He was in one of the on a rail maps IIRC and reacted a bit like he was embarrassed, lol. But I remember you doing this Will. :P
After killing the nihilanth and saving the world, gordon freeman simply said..... "Nah" and went back to his dorm... eating his leftover quesadillas for dinner
I get "backtrack" feelings whenever I visit a place I once worked or went to school. It's like all the NPC's are gone and the map is just there without any new trigger points.
Due to a bug since quake (which is still present in source, mostly!), when inside of a sky brush the game treats the solid type as water. This is prevented in modern compilers and in source by putting clip nodes around sky brushes, so the player can’t normally ever get inside of them.
imagine a mod centered around Gordon moment away from beating the Nihilanth and then realizing "Oh crap, I haven't taken my meds and I left them in the test chamber!" and having to backtrack through the entire game to get them.
It's because the elevator platform is in a totally diferrent spot entirely when it transitions to another map. So the maximum size of a HL1 map is 8192 × 8192 (±4096 from 0,0). In order to connect the maps, the player needs to be shifted along with the relevant entities (the elevator platform is one of them) to make the map flow naturally to the next rather than just plopping you in the same triordinates from the previous map. Now, when you somehow got to the previous map without the relevant entity that took you there, it'll still call for that entity when you press the button for it do that it can move into the correct position when you called it.
When You want to fight a giant space baby, but your co-worker's microwaved casserole be bussin real good [don't worry, Freeman is a professional.. he doesn't need a.. microwave oven to heat stolen food. **gasp** He has got the Tau & Gluon to do.. the job]
9:54 He literally is so bored of elevator shafts he plays with the high explosive deadly mobile platforming device. He’d rather risk exploding than do nothing.
@@iodreamify tbf, the engine is a heavily patched Quake engine, which doesn't even have changelevels, nor save states. it's probably the save state system Valve added that needs the backtrack triggers to exist, and panics when there isn't one.
gman: gordon freeman, in the flesh *record scratch* gordon: yep, that's me, I bet you're wondering how I got here? well it all started when *backtracks through all of half life 1*
At 10:31 I just love to see you lining up diagonally on a ladder. After playing hl1 and cs 1.6 for so long you just can't not use the ladder bug. It's natural for us all 😅
This is great! I have a question for a potential future video; the multiplayer map Lambda Bunker has an inaccessible level transition inside the elevator that spawns you dead in another map. Could you look into that?
S'Coz C3a1a doesn't have a landmark to proper transition you in from lambda_bunker. Or the other way around, lambda_bunkers elevator change-level is referencing a landmark in c3a1a that doesn't exist
@@KrystalTheFoxiirc, this button transition also exists in the same spot as in Forget About Freeman with the same result. Not sure there are more "dead" level transitions Half-life-I have a hazy memory on the broken elevator at one of the dead ends of On a Rail.
What about some minor mod that fixes some things and map save states are not removed or the softlock moments allow youbto destroy/open the doors. Without being outright backwards HL1?
I get the impression Pinsplash is (or can be) a perfect QA/tester in game industry, or any other industry really. Very thorough analysis and ability to break things, great qualities for engineers of this kind.
32:57 is from Lambda Core to Surface Tension 33:14 is from Interloper to Lambda Core 33:20 is from Blast Pit to Anomalous Materials 33:25 is from Apprehension to Blast Pit 33:30 is from Forget About Freeman to Residue Processing
I like how at this point, Gordon is so fed up with backtracking that once he finally reaches the beginning of the game, he goes on a grenade rampage on his colleagues while he makes his way back to the tram.
I love it when Pinsplash answers questions I didn't even realize I wanted the answers to, such as "is it possible to go through We've Got Hostiles forward, backward, then forward again"❤
32:32 When you're fired
lemon demon: mr. wolfgang
LOL
That's why we don't equip our employees with grenades. On the off chance we need to fire them later
in lore context, these ARE the main scientists who would contribute to the cause the events of hl1 and 2, even if they were unforeseen consequences. So, if freeman could go back in time, he would absolutely blow these people up
why not just kill everyone though ?
Crazy how a valve employee has to do all this every time someone wants the play the game again
Their dedication is unmatched
Rewinding the game like a VHS tape. 😂
The youth don't even know about "Be kind, rewind" any more! I got a second-hand Elden Ring at the video store and had to walk all the way back from Leyndell to Stranded Graveyard! Kids these days.
and that’s why we don’t play half life source! Poor intern…
imagine the lambda team just sitting in the lamba complex when suddently gordon appears and says: yo guys i forgot my car keys in my locker im gona go get them gona be back soon (then gordon back tracks to unforseen consequences, looks in his locker and realises his keys were in his pockets this whole time)
Gordon: "You know what, fuck this" *Un-resonances the cascade*
"FREEMAN, YOU FOOL!"
@@Mach-2-Fishbed Gordon after realising his keys are in his pockets: welp since im here i might aswell fix everything (Gordon then proceeds to fix the Anti-Mass Spectrometer, sets it to -110% and undoes the resonance cascade)
He had to go back and get his passport, obviously.
resident evil belike
22:08
"Freeman? What the hell?!"
"Barney, right? I got a message for you. The rocket's launched."
"Good job, Gordon!"
@@LGLFanTeam12”flipping that switch and all. I see you MIT education really pays for itself”
when you really need that one medkit that you left back a couple of maps back
ah shit i forgot to bring my medkit *undoes the accident*
25:50
Black Mesa is very smart, they want to protect their fire door from fire with a fire door.
Come on Black Mesa... I thought you were better than to stoop to Aperture's level of unnecessary.
@@shibainu2528tax funding will do that.
Double protection
@@shibainu2528 Given what actually went down, one could argue that it was a reasonable precaution.
A move almost on par with Aperture
Black mesa could only afford one elevator so they just made it move between shafts to save money
the latest technology from what the anomalous materials boys have cooked up!
its made of the one electron thats shared between all atoms in the universe
That scientist was like “allow me to treat that injury” and in return you stood on his head and blew him up
Gordon doesn't need to hear all this, he's a highly trained time traveler.
I was wondering why that grunt was so tanky at 12:00 but I then realised he was crushed by the infinite health door lol
I had no idea that trick works on NPC's as well!
I clicked the time stamp and all I heard was a loud crash then a ad played
"is that all you got?"
doorstuck dooorstuck!
o shit waddup
Headcanon: In order to employ Gordon, Gman needed proof of ID, but Gordon accidentally left his wallet on the tram at the start of the game so he has to go all the way back to get it xD
So…
He needed his Passport
G-Man at c5a1 asking Gordon: Can i see ur passport?
pick up that can@@pokedoesstuff8859
gordon always needs his passport
Gordon forgot his passport and had to go all the way back into the locker room, undoing the resonance cascade in the process
Imagine just casually playing through C4A1D and getting flung to this trigger and not understanding what happened
time code?
@@fecalunfunny7109 2:15
2:14
Using BunnyXT to see the triggers is only half the story. A lot of brush triggers, including trigger_changelevel, have the "Use only" flag, which makes them function essentially as a point entity and activated only from other entities, completely ignoring collisions. On those maps where they don't work, Valve's mappers bothered to actually enable the flag.
Secondly, because these out of reach triggers aren't meant to be reached, the landmarks can be out of place. Valve's mappers usually settle the issue with a teleport box that ensures the player is within the box when they changelevel into the map. No affordances were made for those who backtrack, of course.
Lastly, a few of those where you landed beyond the changelevel that'd take you back to the previous level, it shows you the unfinished state of a portion of the map you just went, which is cool.
Addendum:
1. The fact that backtracking changelevel triggers exist at all is due to the way Valve coded changelevels and save states, which didn't exist in the original Quake engine. It requires all changelevels to be two way, even when you're teleporting between levels in game. If the backtracking changelevels didn't exist, the game crashes. So the quick solution for when backtracking isn't intended is to place them in far away, hard to reach places. To be doubly sure, mappers should enable the aforementioned "use only" flag, which Valve rarely did.
2. As to why the sky is made of water, I think it's to prevent grenades, RPGs, and bullets, from leaving explosion effects and decals on the skybox.
i love the duct tape stories from older games lol.
The sky is made of water because gasses behave like fluids, obviously
The fact that you can not only reach the test chamber but also undo the resonance cascade from blast pit is amazing
I mean it is NOT possible. He state many times in the video where the game would not allow him back. Then he skips this with tools/cheats I assume.
@@tristanwegnerhe uses noclip, why can't he explain what he's doing is so weird
@@itdobelikedattho8112 It's pretty self evident if you're not a dumbass. It's blocked by invisible walls, so the easiest and simplest way to get past it is by simply typing noclip into the console.
gordon really said "actually nevermind"
dunno why but the sped-up pitter-patter of Gordon's footsteps was repeatedly funny to me
Sped-up medical stations and HEV warnings are absolutely hilarious as well
Alarms and elevators too
After the lobotomy:
The fast forwarded beat down of the grunt with a crowbar 20:58
Mr. Crabs-Life
Few peope know this but this is actually how Valve originally meant the game to be played. According to Mark Laidlaw, Gordon was supposed to go back in time and prevent the Ressonance Cascade from ever happening. Through the magic of level transitions and save-load scumming. True Story. I heard this from my friends' uncle who's also a timetraveler and works at Nintendo's Hotline.
Hotline Nintendo
My uncle works at the Half Life Factory and he can confirm this.
Not *entirely* untrue. Before Half Life was released, there was a PCGamer interview where valve stated that from any point in the game you would be able to backtrack to the beginning, and that the environment will have changed, like wet areas being covered in moss and such. So that was in fact part of the original design. Of course the accompanying screenshots were of the early version of Half life where the scientists all looked crazy and the weapons were weird and super blocky.
Clearly somewhere between the early version and the versions closer to release that idea got scrapped, but it would have been interesting to see what they could have done with a sort of Metroidvania backtracking kind of thing where you needed new abilities like the long jump in order to progress in an earlier map. But thankfully what was released was a great game in any case.
@@oxidedamage8837Yes! You're absolutely right! (No sarcasm).
So cool you brought this up. I believe that it's not simply that the idea got scrapped, but that the whole development ethos changed and evolved. I really miss that spirit of them wanting to go after simulacrum instead of smokes and mirrors. We only got a glimpse of that in the released game.
I can confirm this was going to be revealed in Opposing Force when it was originally a SEGA Game Gear and Colecovision exclusive expansion but then those versions got cut.
gordon goes backwards through xen and black mesa, and reverses the resonance cascade and kills the key scientists in the experiment, preventing the end of the world, chad
G Man says lol no and just makes another timeline where RC happens anyways
gordon in HEV suit and full armory in his inventory just casually throwing granades at fellow scientist and watchin them become gibs in 2x speed is the funniest thing i've seen today
I'd love to play a mod that actually makes the levels play in backwards order (but be properly connected for a normal playthrough)
I've always liked the concept of the normal game progression flipped on its head. You start the game and kill the final boss, then torch all his guards, and drop the BFG at the level transition. Then you go through the second to last level and drop the sniper rifle at the end of that mission. Your tools become more and more limited but the level design starts focusing on smaller scale fights to compensate. The idea of discovering the story in reverse would be pretty cool, and the gameplay would look something like some of these moments, although with less game breaking.
The idea of starting halflife knowing nothing about the story and playing it backwards, putting together the pieces of the disaster in reverse just sounds like a crazy experience
Half memento
Reminds me of the Pain of the path mod in Hollow Knight where you have to do the Path of Pain (The hardest, most infamous level in the game) in reverse
@@prospero2405I have to try that mod
there is a map pack for doom that remixes the doom levels to be played in reverse, you start with the icon of sin (now completely destroyed) and end in entryway (with a brand new icon of sin) called "the long trek back home"
32:08 You did it Gordon! You reversed the Resonance Cascade!
"I never thought I would SEE a Resonance Cascade, let alone UNMAKE one!"
The gman: you have two choices Gordon
Gordon:
@@olympian3Gordon: ... (Nah, I'mma do my own thing.)
12:00 So, if enough HECU marines and Barneys were to juice up on the door, could they potentially stop the Combine?
as long as the combine doesnt find the door first
20:25 A well-timed Discord ping is very important to this backtrack. Can't get through On a Rail without it 😌
pinghop is a crucial tech when backtracking
It's amazing that people are still finding more stuff about this game even to this date
That water at the map borders is very interesting, I think it could work to catch grenades so they don't bounce off the skybox, even if it's unintended.
Also so that rockets, grenades, and bullets don't leave scorch marks and bullet holes in the sky.
I tried playing backwards at one point but i am not good at this game so i can watch this instead, nice
4:46 accurate description of hl:source
I bet it's possible to backtrack from the apprehention moment all the way back to the beginning of the game.
It appears I have lost my bet.
at least you owned up to it
@@PineappleDealer37 foiled by one-time elevators!
26:53 I can't believe you just let me watch that lift appear out of the wall and start descending without making any comment as if nothing happened. "*whistles* don't mind me!"
Edit: And again at 27:57!
its like they used the same elevator so it must travel between elevator shafts
@@Cheesurius Sounds a bit Heath Robinson, even by Valve standards.
this actually happened to me in half life source after I accidentally back tracked via glitching onto the top of a vent. I was locked inside slowly crushed by the elevator and died. It also removed my saves from any area after it
Considering how linear Half-Life games are, I am extremely impressed that they bothered setting up backtracking in any maps at all. Most linear games just use impassable drops as excuses as to why you can't backtrack or just weld the doors behind you when you use them to transition to another map. Considering Half-Life 1 doesn't really have collectibles in the traditional sense, they really didn't have to implement backtracking at all, but they did. Just another reason to respect Valve in their early days
It's probably a legacy of one of HL1's original design objectives: They originally wanted it to be possible to backtrack through the entire game at any point. That was abandoned when it was realized to be incompatible with a linear story.
@@TheBleggh I wouldn't say it was abandoned, seeing as you can successfully go back 17 maps in a row lol.
Besides, Half-Life 2 also has backtracking, when Valve already knew it was unnecessary, so adding at least some backtracking is clearly a choice, not a vestige of cut out functionality
@FiksIIanzO They absolutely kept as much continuity as they could, but the hard breaks in HL1 are something Marc Laidlaw talks about In a blog post, IIRC.
It's the engine's limitation that makes backtrack triggers compulsory. You can't have just one changelevel trigger without their counterpart in the other map, otherwise the game crashes.
@@mfaizsyahmi That is... really weird and unnecesarily limiting. Man, Source engine is old, isn't it?
yes more longform content!! and i loved the other backtrack vid for hl2 ^^
likewise
balls
ok
"Gordon freeman in the flesh. Or rather... In the hazard suit. I took the liberty of releiving you of your weapons, most of them were government property... As for your carkeys... I left them on your desk..."
Gordon turns around and begins the longest backtrack through space and time.
is there just... water outside the map in half life 1? like, all of the maps? this is the first i've seen of this
yeah. for some reason, the sky brushes are made of water. it was a lot of fun, as a kid, going OOB and swim in the sky and snipe enemies and other players.
with modern day community-made compilers, however, it put clip boxes around the sky by default.
Gordon running all the way back after seeing gmans face
Fun fact: change level in source is so bs hard that in hl2 there are invisible walls right behind the eplayer because the devs didn't wan't to waste their time making another change level
They aren't hard at all once you know how they work. They have very little difference in terms of functionality between goldsrc and source in any ways that would contribute to any hardness comparison you are trying to make.
Lambda: Alright Gordon, time to fix this mess
Gordon: Oh shit hold up, forgot my helmet
I think the way the thumbnail changes meaning after you go through the pictured area is really neat.
The load/reload part of gonarchs lair is exactly how it feels to have a grade 2 concussion
deliberately traveling back through the living nightmare that was gordon freeman's very bad day at work has to me made this the scariest half-life video i've ever seen
bravo!
I was gonna make this like over a year ago inspired by your HL2 facts video but hey, you've finally done it and way better than I could ❤
is there any reason why there is water on top of most maps?
in goldsrc, sky is made of water, which is interesting since the word sky is old norse for cloud, which is made of water.
Your videos are perfect for when I want someone with a soothing voice to tell me a bunch of stuff that doesn't require a lot of mental energy to take in. It's like ASMR except it feels like I'm actually doing something
Black Mesa Sweet Voice™
21:25 i can only imagine gordon chugging 20 cans of soda just to heal his broken bones
I remember seeing a friend of mine doing this once when I went over to visit him. I asked him what he was doing and he said he was seeing how far he could backtrack in HL1.
He was in one of the on a rail maps IIRC and reacted a bit like he was embarrassed, lol. But I remember you doing this Will. :P
So, Gordon went all the way back to stop himself from causing resonance cascade.
After killing the nihilanth and saving the world, gordon freeman simply said..... "Nah" and went back to his dorm... eating his leftover quesadillas for dinner
After of course destroying a guy's casserole and thus being unable to use the microwave.
I get "backtrack" feelings whenever I visit a place I once worked or went to school. It's like all the NPC's are gone and the map is just there without any new trigger points.
That messes with my orientation in space-time continuum just slightly less than Tenet.
12:02 i didn't know NPCS Can trigger that door glitch!
12:30 hold on, rewind, why is there water here?
Due to a bug since quake (which is still present in source, mostly!), when inside of a sky brush the game treats the solid type as water. This is prevented in modern compilers and in source by putting clip nodes around sky brushes, so the player can’t normally ever get inside of them.
@@Tmob interesting
imagine a mod centered around Gordon moment away from beating the Nihilanth and then realizing "Oh crap, I haven't taken my meds and I left them in the test chamber!" and having to backtrack through the entire game to get them.
Yeah, Life-Half, a game about a man who comes out of stasis and goes through hell just to get to work. No wonder he was late.
"I'm sorry I'm late for the experiment. I woke up in an alternate dimension."
Can you explain why the elevator just comes out of walls..? Some spooktober stuff going on...
It's because the elevator platform is in a totally diferrent spot entirely when it transitions to another map.
So the maximum size of a HL1 map is 8192 × 8192 (±4096 from 0,0). In order to connect the maps, the player needs to be shifted along with the relevant entities (the elevator platform is one of them) to make the map flow naturally to the next rather than just plopping you in the same triordinates from the previous map.
Now, when you somehow got to the previous map without the relevant entity that took you there, it'll still call for that entity when you press the button for it do that it can move into the correct position when you called it.
You know I always imagined in my head how far you could go back and tried it once, never got to record it though, good stuff.
I appreciate your to-the-point presentation style, your humour, and also the sheer time you must have put into this just for our amusement. Thank you!
Scientist: "Allow me to treat that injury :D"
Gordon: *Uses him as a footstool and then blows him up*
14:13
When You want to fight a giant space baby, but your co-worker's microwaved casserole be bussin real good
[don't worry, Freeman is a professional.. he doesn't need a.. microwave oven to heat stolen food. **gasp** He has got the Tau & Gluon to do.. the job]
Gordon Freeman after gman told him that he will now work for him : -"Oh hell nah"
*procide to go back in time*
9:54 He literally is so bored of elevator shafts he plays with the high explosive deadly mobile platforming device. He’d rather risk exploding than do nothing.
Why did Valve add the trigger_changelevel entity to levels where backtracking was impossible?
it's required due the way they coded the game engine. without a backtrack trigger_changelevel, the game crashes.
kind of a weird requirement to have in an engine?
@@mfaizsyahmi do multiplayer maps require this trigger? seeing as they can be loaded into singleplayer through the console
@@iodreamify tbf, the engine is a heavily patched Quake engine, which doesn't even have changelevels, nor save states. it's probably the save state system Valve added that needs the backtrack triggers to exist, and panics when there isn't one.
Why doesn't the soldier at the health bug door shoot at you?
He’s an actor used for being killed by gargantua in the car park, would be useless giving him real soldier AI
@@theepicshifter1251 omg nice
He's part of scripted sequence which he's waiting to complete
21:27 gordon was just thirsty, he had done so much walking, he just wanted a soda.
gman: gordon freeman, in the flesh
*record scratch*
gordon: yep, that's me, I bet you're wondering how I got here? well it all started when
*backtracks through all of half life 1*
Imagine if the credits played when you backtracked from Unforeseen Consequences to Anomalous Materials.
Gordon realised he could've just went back and turned off the rotors with the switch at the start
At 10:31 I just love to see you lining up diagonally on a ladder. After playing hl1 and cs 1.6 for so long you just can't not use the ladder bug. It's natural for us all 😅
That works in csgo as well. Also i didn't even noticed it because i never use ladders normally anymore
Left 4 dead as well
That discord notification sound at 20:26 got me rolling too much to be normal 💀
"Hold on guys lemme check that easter egg relly quick"
Reversing Time to tell The Administrator saying the Resonance Cascade will happened:
Or going back Home to your Dorms:
This is great! I have a question for a potential future video; the multiplayer map Lambda Bunker has an inaccessible level transition inside the elevator that spawns you dead in another map. Could you look into that?
S'Coz C3a1a doesn't have a landmark to proper transition you in from lambda_bunker. Or the other way around, lambda_bunkers elevator change-level is referencing a landmark in c3a1a that doesn't exist
@@KrystalTheFoxiirc, this button transition also exists in the same spot as in Forget About Freeman with the same result. Not sure there are more "dead" level transitions Half-life-I have a hazy memory on the broken elevator at one of the dead ends of On a Rail.
@@dracmeister hah, this is total arg material, fixed dead end level transitions becoming a horror show as an alternate half-life becomes available
@@armoredscout3773 Okay. But where would the interactive element come in?
I like how all of Half Life feels like you can just turn around and go back.
Sitting here, watching a guy spamming save while running into a load trigger... That's the life
You could have completely faked all of this, modding the triggers in and everything, and I would just take your word for it. Good Job!
Ah yes, my favorite 1998 game: 1 Efil Flah
3:07 Even playing this game for 2 decades, I never knew about this route.😮
What about some minor mod that fixes some things and map save states are not removed or the softlock moments allow youbto destroy/open the doors. Without being outright backwards HL1?
In lore, this all could happen, THEREOTICLY
It's like Gordon finally won, he goes back to save eli
i felt 14:41 to 14:44 in my soul
G-Man: "Time to choose..."
Gordon: "Damn it, I left my wallet in my locker! Just wait here, I'll be right back!"
When teacher asks you to get something from the janitor:
An alternate universe where Gordon is like “yea, fuck this I’m goin home .” 😂
5:20 that's the G-Man realising what Gordon is trying to do and desperately trying to reset the timeline back on track.
I get the impression Pinsplash is (or can be) a perfect QA/tester in game industry, or any other industry really. Very thorough analysis and ability to break things, great qualities for engineers of this kind.
This was great!
Now I challenge you to do Hazard Course and rest of the xpacks this way.
30:49 never knew these books were pushable
32:57 is from Lambda Core to Surface Tension
33:14 is from Interloper to Lambda Core
33:20 is from Blast Pit to Anomalous Materials
33:25 is from Apprehension to Blast Pit
33:30 is from Forget About Freeman to Residue Processing
Wow nice, Freeman singlehandedly went all the way back and undid the resonance cascade. Impressive.
I like how at this point, Gordon is so fed up with backtracking that once he finally reaches the beginning of the game, he goes on a grenade rampage on his colleagues while he makes his way back to the tram.
Half-Life but Gordon left something in his locker
this entire video is just gordan going back in time to microwave that casserole again
24:00 Hey, nice beat!
I'm impressed with the genius level of outside the box thinking necessary to accomplish this.
this game being so old compared to other popular games is so funny because we really doing EVERYTHING with half life at this point
20:33 The HEV suit sounds like it's saying "What's happening" and I can relate to that.
*Gordon backtracks through all maps and even back in time all to the start*
"Yo Barney I've seen some crazy shit !!"
13:13 "Its locked, what are you even doing?"
"...oh"
20:57 HOW DID THIS MAKE ME LAUGH SO HARD
I love it when Pinsplash answers questions I didn't even realize I wanted the answers to, such as "is it possible to go through We've Got Hostiles forward, backward, then forward again"❤
1:08 G-Man took them.