loved this vid and feel like you have huge potential if you're more careful about your narration. just slow down and enunciate. only thing holding you back from making great content.
I’ve been doing the TH-cam for a year now, and I can say that no matter the advice people give me, it is *genuinely* difficult to try and apply that to practice because I physically cannot comprehend when I am talking too fast or when the syllables in a word end up slurring together, especially when it gets to a point when I trip up over something a few dozen times and I just want to get on with the rest of the video. (You would not believe how many outtakes exist for me trying to say “Half Life 2: Deathmatch”) I’ve been a native English speaker my whole life, I’ve grown up with the language, I literally just have a speech impediment and it kills me because I *know* people in the comments are going to be awful about it no matter what because I physically struggle when recording myself saying things for these videos. I’ve pinned your comment specifically because you have been the most kind in giving that feedback compared to everyone else here.
@@OssyFlawol Honestly just keep doing it. Keep making vids, keep recording yourself and it will become more and more apparent what bits you want to improve and you'll really want to apply yourself at improving those things. I did a bit of that when learning to play/record guitar. Listening back was an amazing bit of help.
@@OssyFlawol Love the video as well! Personally had a lot of fun noclipping through source games when I was younger as well and it's great to see a collection of everything I missed and how to interpret it. Having a speech impediment is hard, I hope pinning this comment will stop some of the negative comments. You could always consider Speech therapy, which is either free or unreasonably expensive depending on where you live.
@@OssyFlawol haha honestly, I think you sound more interesting that way ;-) don't let these small things hinder you! I am bad at talking. everytime I see my girlfriend, I still keep on tripping over words, like when I talked to her for the very first time xD and if someone says something bad to you, let me tell you, they either say that because they are dumb, jealous or they want you to be better, because they like you!
@@OssyFlawol as an ESL it was indeed tough to catch some words sometimes, but you included subtitles, and that makes up for any narration mistakes you might have done, so that's all fine in the end :) Just practice hearing your own voice, I'm sure you will be able to polish the skill. A lifehack - youtube's autogenerated subtitles might provide an insight into what is most likely to be misheard, just look for the instances where the automatic voice recognition fails to catch the correct word.
oh cool, I forgot about that unused area in portal 1. it's somewhat terrifying to realize just how many versions of all media are discarded in pursuit of whatever the creators deem best
maybe but if you just leave everything you work in inside of any piece of media it quickly devolves into a nonsensical mess, since as a creator your ideas will inevitably change as you develop something so i'd much rather have what they thought was best than the version with "everything"
@@FantasmaNaranja the point is that alot of that content is basically lost. if it was documented or reused elsewhere it wouldn't be that much of a scary concept.
And now think about all the closed doors and thin walls you pass by every day in real life. All of those doors have some place on the other side. Every fence, every window, every building in the distance. It gives me chills sometimes. Look out your window and try to imagine how much there would be to explore, if you could noclip out there. How many of these places have you glanced at dozens, hundreds, maybe thousands of times, without even considering what's on the other side? What kind of people do you think _have_ seen that side? How many people have looked at your house, who will never see the inside of it? There's an entire world out there, and it's fully rendered. No culled out areas, no sudden voids. Plenty of unfinished places, abandoned and quiet, but they're _all_ still there. People made these, they had plans and ideas, work was put into them, and now they're being forgotten. Then there's the places that _are_ finished, that are visited by whole crowds of people every day, but no one really looks at it. No one really pays attention. Why would they? They're just passing through. Taking this sense of wonder I feel when _really_ looking around in video games, and trying to extend it to all of earth, it's overwhelming.
there are locked bathrooms all over the New York subway. there was a report a few years ago claiming that they were storing dead bodies in some of these as well as in employee break rooms. (and thats only the stuff that broke the news...who knows what else lies beneath..)
@@mr.101.8 Yes, my entire comment was reflecting on a key difference between the two? In video games, it's rare for there to be stuff in places you won't visit. In real life, it's the default. Virtual worlds are limited in a way our world isn't. That's what I was saying?
the reason why that portal 1 fling section is present in the normal and advanced version is because some of the advanced chambers are actually based off of earlier puzzle designs that were originally cut for being too difficult
There is a level in Dark Carnival on L4D2, the 2nd chapter that includes a different passage way into one of the warehouses. This was shown off in e3 2009, and in the retail game, the layout changed.
There was also another scrapped way through the tunnel of love in the same campaign, if you use noclip to go through the chain fence that shows up you'll find that the whole area is completely modeled, it's just that It went unused for the whole detour section instead.
Death toll has a similar area near the road leading to the church, it leads of to a gate and using noclip you can see it brings you back to the sewer building.
Another interesting fact about Dustbowl is that there's remnants of an unused spawn room under the first point on stage 2. There's a bunch of spawn point entities that are disabled and what looks to be room for a door that would have led out of it. The area's not blocked off and you can still get into it normally, but it's so far disconnected from most of the main combat areas on the map that it's only really used for placing sneaky teleporters.
In my own game I like to ensure that most cut levels stay in the game files for several reasons 1. Im lazy 2. It takes no file size 3. Its funny I even hide little really crappy polygonal shape art with collision blocks
Whenever I'm developing games, I always think about what cut content will end up in my finished versions, then think "why not just delete it?" then think "why delete it?" then everything gets super meta, then I give up on the game for a few months due to sensory overload.
Me when I'm playing a normal indie game made by some commenter on TH-cam only for my fans to start and get real loud because the game is still processing those leftover contents that I don't even see normally.
You can go a step further - the leaked maps contain visgroups that are set to off by default. Trainstation 01 for instance has a small platform to the right of the track going in that's toggled off I believe.
Half-Life 2 did in fact have d1_trainstation_01 and d1_trainstation_06 "merged" into one in the 2003 maps, likely because they were still finalizing and then tried optimizing the levels for PC specs at the time. The geometry of where Gordon teleports to after the accident with Lamarr in d1_trainstation_05 was left in, then forgotten about when Valve opted to merge the post-teleport accident level transition with the very map it happens on. It then transitions to *d1_trainstation_06* and concludes "A Red Letter Day..."
2:36 honestly im scared of the source void too, im guessing its something weird about thalassophobia and basic fear of the unknown i wonder how many other people are
I certainly am. I get an uncanny valley feeling whenever im in the source void or basically anywhere that isn't detailed in tf2. Also I could feel what he said when talking about the leftover room on dustbowl.
I think it comes from simple its vastness, it goes on forever, quite literally, the engine will render the void forever without ever stopping you from going further and further, its so vast our brains can't comprehend its size and instincts tell us to be fearful
finally someone made a video about the unused areas in the trainstation levels. on a similar note I remember there being a railway line on one of the canal maps but on the previous maps it was a road also another interesting thing of note of the parts of kleiner's lab in the trainstation maps is that they seem to have slight variations from each other when it comes to layout. For example, the elevator shaft is visible on d1_trainstation_01 but it is shorter than the ones on other maps and has a skylight at the top instead of more floors and a normal ceiling
Hey Ossy,the HL2 part was very interesting with the cut areas and i think it would be very interesting making a seperate video covering the rest of the cut areas! Cool video overall tho!
It's interesting to see these areas because it's almost like video game archaeology. I wonder if there are any rooms that are completely lost because they had no entities, so they got compiled out
Fun fact: Rooms without entities still get compiled in Source! They're just... empty. When you disable a VisGroup though, anything inside it doesn't get compiled.
omg I know this may be a weird detail about the video to focus on, but I have to commend the effort put into the closed captions! I used to/still kinda work with cc and I know how long it takes for this kind of high quality subtitles to be made ! the effort went into them is highly appreciated!!
There's something about leftover areas in video games that always fascinated me. I may just be weird but the simple thought of a small portion in a level reduced down to a background detail or completely blocked off yet still present makes my imagination go wild. What if that room wasn't removed, how different could the level have been if those areas were intact, what was the room supposed to have initially? It's questions I might never find the answer to but it's fun speculating and I've come to appreciate the leftovers we have in the current version of whatever game it is.
One potential mysterious third reason is "we don't need this any more, but if we take it out some other part of the level breaks for seemingly no reason and figuring out why would take important time away from other things"
@@OssyFlawol I'm generally an Unreal developer so I can't speak much to Source specifically, but any game engine (or really any sufficiently complex program) will behave in strange unintended ways in the right circumstances; games are incredibly complex beasts and if, for example, you miss any kind of reference to something being deleted it can cause unexpected behavior.
@@chipgw And I’m a Source Modder who’s been working with the engine for almost a decade at this point. I can confidentally say that a lot of these portions of the level can be removed without much, if any issue at all. The only problems that could come about all comes down to actually having to do it. Since Source levels are made of Brushes, some of the brushes in these leftover regions may be doubled up and used elsewhere in a visible part, or are in a section absolutely filled with brushes to the point you couldn’t really mass-select them in the 2D viewports and doing it manually in the 3D viewport takes time. I understand though the sentiment, it’s just that Source’s levels aren’t as janky to modify as one might assume considering the duct tape tower of an Engine this is after all :)
@@OssyFlawol yeah good point; most of the areas look like they're just pure BSP so not the sort of thing to have references to worry about like that. (Man it's been *ages* since I've used BSP...)
Honestly it kinda reminds me of a line in Undertale, specifically, "Have you ever thought about a world where everything is exactly the same... Except you don't exist? Everything functions perfectly without you... Ha ha... The thought terrifies me". These "ghost rooms" are a perfect example of that, they used to be a part of these worlds, and now, they don't exist anymore, merely ghosts of their former self's. It really is terrifying...
you didnt mention one area in half life 2 that is also very cool imo, at the part where barney gives you the crowbar, if you noclip up to the ledge where he stands, and into the door where he comes from, theres an interior. the floor is the only thing thats textured, as well as some doors, but its still super interesting
Funnily enough, your story of that companion cube test chamber is what happened to me as a kid and is part of the reason why I have been fascinated with unused out of bounds areas in games. At the time I never played the advanced chambers so I thought that out of bounds part of the map was truly unused. I loved screwing around with noclip in pretty much every Source game for this very reason. Though that colorful OpenGL ghosting strains my eyes so bad whenever there's not a skybox.
Funny how these “leftover areas” are similar to leftovers irl, you have the main course, but keep the stuff you didn’t want to finish or couldn’t finish until someone else sees it a month later and tries it.
It's when the SQH showed that there were assets that were never used in Sierra games, at the time I had to fight for every byte of space on my 30Mb HDD, that I got a little miffed with this practice.
...Ive...never seen that area at 6:50, but I had a nightmare about it. Once, for no known cause, I had a very bad nightmare where i was in Gmod and went to dustbowl, but something weird happened and that room was found and we went to it, but something happened and suddenly the room became gigantic and we were suddenly in the room, not in our rooms gaming. Suddenly, people died and weirdly some evil horror was hunting things down. This nightmare came from NOWHERE, had NO BASIS, and I had NEVER seen the room before. But I remember going to a different server by somehow disconnecting and I felt like I escaped but I'd forever be hunted if i ever went back. But I remembered I had friends there, and went back to save them, after evacuating some, I disconnected again after seeing that nobody else was left. That nightmare, I am fucking terrified of, and Forgot about until this here video, and seeing it gave me such a vile sensation.
was about to call you out for bullshitting but nope that's just a nightmare, not over exaggerated or anything like most creepypastas, that's literally just a nightmare that sounds horrible
i strongly relate to this. something about viruses or hacking or an uninvited user taking over your computer would give me crazy nightmares. like a ghost in your phone. malware popups scare me. also the sensation of something becoming so large it overwhelms would occur w feverish dreams. in one of the distinct ones a mouse cursor would be dragging/maximizing a window on my familys pc. it would keep expanding until it exceeded the screen and then expanded beyond the computer and then beyond all visible area. always something getting too big. i would only be able to see it in third person at that point as it would become so huge. it would fuck me up so bad everyone had to speak quietly when I woke up or the bad feeling would return
Thank you for subtitling your videos so well - they're really clear, easy to follow, and you've made them move out of the way of other text on the screen where appropriate. That's so much more than most channels bother with, so thank you!
I'm always interested on unused/leftover areas. For some reason, I love seeing or discovering this kind of stuff. And seeing someone making a video about it is awesome. I really hope that you actually do more videos like this one about source games and even about some other games.
Fun fact: in pl_upward if you noclip low enough, you can find the room from the meet your match update. Its quite obscure . I think of it as the map has been scared from one of the updates that doomed the game
Portal 2 for being rushed development wise is surprisingly very clean of any of these areas. The entire first half of the game had a solid year and a half of iteration while the second half had less than half, so whatever areas that went unused would’ve wound up back elsewhere in the game. Plus - Due to the more modular nature of how Portal 2’s levels are constructed (internally in Hammer, that is) compared to previous Source Games, it was much easier for Valve to easily swap out sections that would go unused, leaving practically zero trace behind. There’s a lot of innacessible rooms but they’re all like TF2’s, just done to flesh out the world and aren’t indicative of any previous layout.
I also find the Source engine comforting, but get creeped out by the noclip void, which is why I had no idea about the leftover areas. Suddenly the Source engine is no longer so comforting. I'd love to see more videos like this in the future!
I thought I knew everything about unused content in Valve games. But I didn't know most of these spots. Great video. And I also agree on source not being creepy, I dunno what those people are talking about lol
2:45 I'd guess that the advanced version of this chamber was built first, then copy+pasted to serve as the basis for the easy version. Maybe they figured simplifying a difficult puzzle would be easier than adding additional challenge to an easy puzzle Or maybe the advanced one was the originally intended version, but they simplified it because playtesters kept getting stuck on that section Or maybe they kept making tiny tweaks to both versions of the map and wanted to make it easier to keep in sync by saying "only edit the advanced version and then recreate the simpler version based off of it"
I've been playing TF2 since 2013, and I've *never* heard or seen of that hidden area in Dustbowl, despite knowing of Powerhouse's development story and hidden area.
That rule is kind of a given. I don't know anybody who couldn't come to that conclusion on their own, though there's probably a shocking number of them, as there is all types of "rare" people. 🤔
Yes yes yes, exactly I ABSOLUTELY think about being able to explore the out of bounds areas, which is a huge itch of mine. That’s why I’m making a map in a Roblox game where you can explore everything (except obvious boundaries) in the future.
Even though you travel to them, the rooms used for the teleportation sequence in klieners lab have so much detail that you would never see. Younger me freaked myself out and gave me reoccuring nightmares noclipping to the water area where you see the itchtyosaur.
I remember finding that half of a map in portal well over half a decade ago, quite a sight to behold. The dustbowl one certainly is a tad creepy, neat video!
3:00 I would guess it's probably like that because they actually made the advanced version first, then very quickly blocked off the entrance to it before the game came out. They never got rid of it because they had more important things to do, i guess.
Little detail areas like this that are unseen but are there is what makes me love what the modders have done with some of Black Mesa's campaign maps. When they turned them into Pre-Disaster maps you could walk around and explore them as if it were just a quiet day at work. Then they linked most of the locked doors that were originally there as detail to new rooms and areas you could explore even further. The Bio-Dome Complex from the Questionable Ethics chapter is my favorite of the PD maps as there's various places that can be visited. Sadly since the map hasn't been updated in a while there are a couple spots that glitch, one when it's loading into a new area that leads to another lab. It'll go through its' loading sequence to load the new area but once the new area is loaded it glitches and loads again which ends up making you appear outside the map itself. Then there's another spot that worked originally but now when you go down the stair case it crashes to menu. But once I explored further I found a back route to the area those broken spots in the map lead to. You just back track from the main lobby down the hallway you would take in the story to get there, go to the lab where the Grunt is in the observation tube and out the door that goes into the maintenance hallway you take from the caged storage area you pop out into from the end of the Residue Processing map. There is a door with a retinal scanner in the maintenance hallway that leads to a hallway that'll bring you in from the back way to the extra labs the two broken routes would normally lead you to directly. So the map can be enjoyed without encountering the glitches if you take the back route in to the extra labs. It's a really cool area that almost makes you wish you worked there. Minus the destruction and problems of the main story that is. :)
I feel like I have consumed much of the more advanced source content that exists on TH-cam, but this was a good breath of fresh air. Good video, looking forward to a second one if you can find more
The ending of this video explains very well the surreal realization that when something forgotten gets discovered it has not just appeared there, but instead it was there all this time, unknown to all who existed.
I remember few source games where there were highly detailed left over areas. im not sure if they were bugged or were accesiable though some secret but in sourcemod Black Snow, there is a room with a dead Person and a library. everything in the room seems interactive which makes me belive it was bugged. another area that i remember is one located in "Transmissions: Element 120" in the part where you fight zombies using whatever scrap you can find around. there is a huge gate which i didnt found a way to open but behind it is a detailed room with supplies, notably one being a early access to a RPG.
Nice video! Thank god this video appeared in my home feed! You have a lot of potential my friend! I wish you great amounts of happiness and success! :)
Daggerfall's dungeons also have lots of out of bounds areas, with doorways leading out into the black void, and even enemies. You can hear them, but never reach them without cheats.
Borderlands 2 has a pretty cool leftover area. In Sanctuary Hole, there's a fully functioning area on the other side of where you spawn that you can't get to normally
the dustbowl one was by far the most interesting for me, the first level of hidden areas feels creepy but the second layer just feels downright sinister as if you had delved further that you should have. it was also funny to see dev textures in the hl2 lab on the released game
Another interesting leftover area is in the TF2 map Mercenary Park where at the middle area where the water and crocodiles are, there's an inaccessible building out of bounds that you can noclip into and it will show a whole big unused area never used at all, there's also other weird unused areas in that map as well
The dustbowl area looks like the map equivalent of a ghost. Butchered and cut out from the rest, discarded, sealed away, only to be seen by peeking eyes.
I kinda imagine at least some of these are a sort of "positional marker" for the devs, to make sure that their levels mesh together with other levels. Ie, it's hard to make a door that would technically lead into the previous level, if the previous level is in fact, still right there in the map as a "do not touch" boundary for the map designers.
9:40 I think these areas were simply copy pasted from an earlier version of the previous map, in order to make the map transition for this one. The maps in HL2 are completely separate, but they simply look like they continue off from the previous one. There's a few other places in the game when the area looks different in the next map.
What creeped me out when i was younger was the dev rooms in elder scrolls games. When I first got morrowind, oblivion and skyrim on PC, I looked up ways of cheating with console commands. Of course there's the classic toddtest, with all the weapons and armor in the game, but I remember there was one dev room that was just a black void with a velothi architecture platform in the middle. I remember having a nightmare that felt so real, of being in that room and there being a big talking statue of molag bal, but no such map with a statue of molag bal exists to my knowledge. But that's just morrowind, there are many other creepier ones in oblivion for sure
Sometimes rooms outside the playable area are there because things are "stored" there until they get used. Sometimes invisible triggers are easier to manage when they're not placed all over the map.
No, Ossy, I have never played a videogame. Thank you for introducing me to them! In all seriousness, good video though. Love this type of shit in games.
I don't know why, but I love empty areas in older games. When I replay Halo CE, I'll wander near a barren cliff face or to a dead end corridor and just sit there in the ambience, the lighting, and the quiet.
thats so familiar to me specialy about hl2 some areas always been so mysterious and i think it was my first ever dispointment when i learned that games is not endless world inside
One of the games I was always curious about when looking off in the distance was Halo Reach. There's a part on the mission Exodus, right at the start before any enemies, taking place on that multiplayer map, where you look off the bridge into the sort of valley below, to the right of your objective, and you can see a sort of terrace-like structure of buildings. What would be restaurants, houses, small shops, etc. for the people of New Alexandria. I've always thought that would probably be an interesting to run through. Of course, it's just probably 2D detail only supposed to be barely seen from the bridge, not much thought was given beyond concept art. But it still captivates me as an area I want to explore.
To be honest, I always wanted to make a video game that's just like Portal 1, but all the "leftover areas" are fully explorable only with noclip. One of my biggest dreams, created entirely by Source engine games of course, was that behind the doors I saw as a kid in games like Portal and Half Life 1 were entire secret levels I could access someday. I'd love to recreate a feeling like that, but for real. This video really catches the essence of that kind of wonder. Also, 69 comments. Nice.
2:30 I don't know why that endless void scares people. I'm of the notion that it's an empty canvas for 3D modelers to put build levels in. I guess playing with Google SketchUp as a kid made me look at it that way.
In the WC mappack there are the very first versions of the first two chapters of HL2 and Valve made the entire chapter just one big map with the beginning to route canal and the sewer section from 2002. Your speculations are correct. Also the large section in d1_terminal_05 is the first out of bounds section that I was so facinated with that I decompiled the map to fully finish it back in the day.
I think your pronunciation is fine, listening at low volume on my phone speakers and I can make everything out fine. Awesome vid tho, lots of things I never knew about and great editing too.
This is what I wish the backrooms took more inspiration from. I hate the direction the backrooms went in. It should just literally be any area in real life that you accidentally clip inside of that you were never supposed to see
The thing with these rooms in Source is that it's just way safer and easier to just block off areas you decide later on to cut, especially in a hurry. If done hastily, it could cause more issues. Also HL2 has a lot of these because the original rough layouts seems to have been copy pasted between maps before being finalized. Especially noticeable in the unfinished maps of the beta.
loved this vid and feel like you have huge potential if you're more careful about your narration. just slow down and enunciate. only thing holding you back from making great content.
I’ve been doing the TH-cam for a year now, and I can say that no matter the advice people give me, it is *genuinely* difficult to try and apply that to practice because I physically cannot comprehend when I am talking too fast or when the syllables in a word end up slurring together, especially when it gets to a point when I trip up over something a few dozen times and I just want to get on with the rest of the video. (You would not believe how many outtakes exist for me trying to say “Half Life 2: Deathmatch”)
I’ve been a native English speaker my whole life, I’ve grown up with the language, I literally just have a speech impediment and it kills me because I *know* people in the comments are going to be awful about it no matter what because I physically struggle when recording myself saying things for these videos.
I’ve pinned your comment specifically because you have been the most kind in giving that feedback compared to everyone else here.
@@OssyFlawol Honestly just keep doing it. Keep making vids, keep recording yourself and it will become more and more apparent what bits you want to improve and you'll really want to apply yourself at improving those things. I did a bit of that when learning to play/record guitar. Listening back was an amazing bit of help.
@@OssyFlawol Love the video as well! Personally had a lot of fun noclipping through source games when I was younger as well and it's great to see a collection of everything I missed and how to interpret it.
Having a speech impediment is hard, I hope pinning this comment will stop some of the negative comments. You could always consider Speech therapy, which is either free or unreasonably expensive depending on where you live.
@@OssyFlawol haha honestly, I think you sound more interesting that way ;-)
don't let these small things hinder you!
I am bad at talking.
everytime I see my girlfriend, I still keep on tripping over words, like when I talked to her for the very first time xD
and if someone says something bad to you, let me tell you, they either say that because they are dumb, jealous or they want you to be better, because they like you!
@@OssyFlawol as an ESL it was indeed tough to catch some words sometimes, but you included subtitles, and that makes up for any narration mistakes you might have done, so that's all fine in the end :) Just practice hearing your own voice, I'm sure you will be able to polish the skill.
A lifehack - youtube's autogenerated subtitles might provide an insight into what is most likely to be misheard, just look for the instances where the automatic voice recognition fails to catch the correct word.
oh cool, I forgot about that unused area in portal 1. it's somewhat terrifying to realize just how many versions of all media are discarded in pursuit of whatever the creators deem best
it kinda makes me wish studios were comfortable showing off unfinished versions of the media . i would hella pay to see all the prototypes
I just wanna say that that room is in portal with rtx as well
maybe but if you just leave everything you work in inside of any piece of media it quickly devolves into a nonsensical mess, since as a creator your ideas will inevitably change as you develop something so i'd much rather have what they thought was best than the version with "everything"
@@FantasmaNaranja the point is that alot of that content is basically lost. if it was documented or reused elsewhere it wouldn't be that much of a scary concept.
@@arroyoarivya8293to YOU
And now think about all the closed doors and thin walls you pass by every day in real life. All of those doors have some place on the other side. Every fence, every window, every building in the distance. It gives me chills sometimes. Look out your window and try to imagine how much there would be to explore, if you could noclip out there. How many of these places have you glanced at dozens, hundreds, maybe thousands of times, without even considering what's on the other side? What kind of people do you think _have_ seen that side?
How many people have looked at your house, who will never see the inside of it?
There's an entire world out there, and it's fully rendered. No culled out areas, no sudden voids. Plenty of unfinished places, abandoned and quiet, but they're _all_ still there. People made these, they had plans and ideas, work was put into them, and now they're being forgotten. Then there's the places that _are_ finished, that are visited by whole crowds of people every day, but no one really looks at it. No one really pays attention. Why would they? They're just passing through. Taking this sense of wonder I feel when _really_ looking around in video games, and trying to extend it to all of earth, it's overwhelming.
wow
Take your meds, man. Video games are video games, real life is real life.
thanks for the existential crisis!
there are locked bathrooms all over the New York subway. there was a report a few years ago claiming that they were storing dead bodies in some of these as well as in employee break rooms. (and thats only the stuff that broke the news...who knows what else lies beneath..)
@@mr.101.8 Yes, my entire comment was reflecting on a key difference between the two?
In video games, it's rare for there to be stuff in places you won't visit. In real life, it's the default. Virtual worlds are limited in a way our world isn't. That's what I was saying?
Honorable mention to that little soldier guy leftover ontop of one of the canals levels in Half Life 2
the reason why that portal 1 fling section is present in the normal and advanced version is because some of the advanced chambers are actually based off of earlier puzzle designs that were originally cut for being too difficult
There is a level in Dark Carnival on L4D2, the 2nd chapter that includes a different passage way into one of the warehouses. This was shown off in e3 2009, and in the retail game, the layout changed.
It was added in Last Stand if I'm not wrong
There was also another scrapped way through the tunnel of love in the same campaign, if you use noclip to go through the chain fence that shows up you'll find that the whole area is completely modeled, it's just that It went unused for the whole detour section instead.
Death toll has a similar area near the road leading to the church, it leads of to a gate and using noclip you can see it brings you back to the sewer building.
Another interesting fact about Dustbowl is that there's remnants of an unused spawn room under the first point on stage 2. There's a bunch of spawn point entities that are disabled and what looks to be room for a door that would have led out of it. The area's not blocked off and you can still get into it normally, but it's so far disconnected from most of the main combat areas on the map that it's only really used for placing sneaky teleporters.
wait is thre a video on this i want to know more
In my own game I like to ensure that most cut levels stay in the game files for several reasons
1. Im lazy
2. It takes no file size
3. Its funny
I even hide little really crappy polygonal shape art with collision blocks
Whenever I'm developing games, I always think about what cut content will end up in my finished versions, then think "why not just delete it?" then think "why delete it?" then everything gets super meta, then I give up on the game for a few months due to sensory overload.
Me when I'm playing a normal indie game made by some commenter on TH-cam only for my fans to start and get real loud because the game is still processing those leftover contents that I don't even see normally.
This is awesome lol, but make sure you don't get spaghetti
You can go a step further - the leaked maps contain visgroups that are set to off by default. Trainstation 01 for instance has a small platform to the right of the track going in that's toggled off I believe.
Beta content as a whole isn’t the point of the video - it’s about what exists in the maps with zero modification.
@@OssyFlawol Sure, looking at the map sources and seeing what nearly made it in is also a good bit of fun.
Half-Life 2 did in fact have d1_trainstation_01 and d1_trainstation_06 "merged" into one in the 2003 maps, likely because they were still finalizing and then tried optimizing the levels for PC specs at the time. The geometry of where Gordon teleports to after the accident with Lamarr in d1_trainstation_05 was left in, then forgotten about when Valve opted to merge the post-teleport accident level transition with the very map it happens on. It then transitions to *d1_trainstation_06* and concludes "A Red Letter Day..."
2:36 honestly im scared of the source void too, im guessing its something weird about thalassophobia and basic fear of the unknown
i wonder how many other people are
I certainly am. I get an uncanny valley feeling whenever im in the source void or basically anywhere that isn't detailed in tf2. Also I could feel what he said when talking about the leftover room on dustbowl.
I think it comes from simple its vastness, it goes on forever, quite literally, the engine will render the void forever without ever stopping you from going further and further, its so vast our brains can't comprehend its size and instincts tell us to be fearful
finally someone made a video about the unused areas in the trainstation levels.
on a similar note I remember there being a railway line on one of the canal maps but on the previous maps it was a road
also another interesting thing of note of the parts of kleiner's lab in the trainstation maps is that they seem to have slight variations from each other when it comes to layout.
For example, the elevator shaft is visible on d1_trainstation_01 but it is shorter than the ones on other maps and has a skylight at the top instead of more floors and a normal ceiling
the first kleiner lab map is a left over from the beta,thus the diffrent layout.
@@czarnakoza9697 ...duh
Hey Ossy,the HL2 part was very interesting with the cut areas and i think it would be very interesting making a seperate video covering the rest of the cut areas! Cool video overall tho!
same deal here
It's interesting to see these areas because it's almost like video game archaeology. I wonder if there are any rooms that are completely lost because they had no entities, so they got compiled out
Fun fact: Rooms without entities still get compiled in Source! They're just... empty. When you disable a VisGroup though, anything inside it doesn't get compiled.
@@genericobjectshow3440 Huh you're right. All of the faces get compiled out, but the collision is still there
@@Qwerbey It's almost as bad as that time in sp_a2_intro, where they left in part of the escape sequence in the compiled map sealed off!
omg I know this may be a weird detail about the video to focus on,
but I have to commend the effort put into the closed captions!
I used to/still kinda work with cc and I know how long it takes for this kind of high quality subtitles to be made !
the effort went into them is highly appreciated!!
You can thank Reese, the caption editor for the channel :)
@@OssyFlawol they're doing a great job!!!!
There's something about leftover areas in video games that always fascinated me. I may just be weird but the simple thought of a small portion in a level reduced down to a background detail or completely blocked off yet still present makes my imagination go wild.
What if that room wasn't removed, how different could the level have been if those areas were intact, what was the room supposed to have initially? It's questions I might never find the answer to but it's fun speculating and I've come to appreciate the leftovers we have in the current version of whatever game it is.
One potential mysterious third reason is "we don't need this any more, but if we take it out some other part of the level breaks for seemingly no reason and figuring out why would take important time away from other things"
Not how the Source Engine works but sure
@@OssyFlawol I'm generally an Unreal developer so I can't speak much to Source specifically, but any game engine (or really any sufficiently complex program) will behave in strange unintended ways in the right circumstances; games are incredibly complex beasts and if, for example, you miss any kind of reference to something being deleted it can cause unexpected behavior.
@@chipgw And I’m a Source Modder who’s been working with the engine for almost a decade at this point. I can confidentally say that a lot of these portions of the level can be removed without much, if any issue at all.
The only problems that could come about all comes down to actually having to do it. Since Source levels are made of Brushes, some of the brushes in these leftover regions may be doubled up and used elsewhere in a visible part, or are in a section absolutely filled with brushes to the point you couldn’t really mass-select them in the 2D viewports and doing it manually in the 3D viewport takes time.
I understand though the sentiment, it’s just that Source’s levels aren’t as janky to modify as one might assume considering the duct tape tower of an Engine this is after all :)
@@OssyFlawol yeah good point; most of the areas look like they're just pure BSP so not the sort of thing to have references to worry about like that. (Man it's been *ages* since I've used BSP...)
Honestly it kinda reminds me of a line in Undertale, specifically, "Have you ever thought about a world where everything is exactly the same... Except you don't exist? Everything functions perfectly without you... Ha ha... The thought terrifies me". These "ghost rooms" are a perfect example of that, they used to be a part of these worlds, and now, they don't exist anymore, merely ghosts of their former self's.
It really is terrifying...
What's up with the elevator demon at 9:58 ?
hes just chilling
possibly an Interloper reference, or just a troll.
i think is like a combine, prob a soldier or smth
you didnt mention one area in half life 2 that is also very cool imo, at the part where barney gives you the crowbar, if you noclip up to the ledge where he stands, and into the door where he comes from, theres an interior. the floor is the only thing thats textured, as well as some doors, but its still super interesting
@slater445 Yes, but his spawn point is a tiny area in between two doors. The building he comes out of has a few floors and several doors.
Funnily enough, your story of that companion cube test chamber is what happened to me as a kid and is part of the reason why I have been fascinated with unused out of bounds areas in games. At the time I never played the advanced chambers so I thought that out of bounds part of the map was truly unused. I loved screwing around with noclip in pretty much every Source game for this very reason.
Though that colorful OpenGL ghosting strains my eyes so bad whenever there's not a skybox.
Funny how these “leftover areas” are similar to leftovers irl, you have the main course, but keep the stuff you didn’t want to finish or couldn’t finish until someone else sees it a month later and tries it.
"Please do not trespass into the Aperture Science Unused Test Chamber Void"
Self Esteem Fund from the Portal soundtrack fits the leftover areas almost perfectly. Genius move to use it!
hearing "cracked copy of tf2" threw me for a loop for a second before i remembered the game wasn't always free
PLEASE do a deep dive into leftover areas from HL2 (or the HL series in general) and share details on what could have gone where! I love this stuff.
It's when the SQH showed that there were assets that were never used in Sierra games, at the time I had to fight for every byte of space on my 30Mb HDD, that I got a little miffed with this practice.
...Ive...never seen that area at 6:50, but I had a nightmare about it. Once, for no known cause, I had a very bad nightmare where i was in Gmod and went to dustbowl, but something weird happened and that room was found and we went to it, but something happened and suddenly the room became gigantic and we were suddenly in the room, not in our rooms gaming. Suddenly, people died and weirdly some evil horror was hunting things down. This nightmare came from NOWHERE, had NO BASIS, and I had NEVER seen the room before. But I remember going to a different server by somehow disconnecting and I felt like I escaped but I'd forever be hunted if i ever went back. But I remembered I had friends there, and went back to save them, after evacuating some, I disconnected again after seeing that nobody else was left. That nightmare, I am fucking terrified of, and Forgot about until this here video, and seeing it gave me such a vile sensation.
was about to call you out for bullshitting but nope that's just a nightmare, not over exaggerated or anything like most creepypastas, that's literally just a nightmare
that sounds horrible
@@Zapidom The weird thing is, I've never seen the room befor,e ever until now.
@@skullzans im 100% sure this happened to me once also but with the bigcity secret area with the gnome
its weird that our minds somehow know of this
i strongly relate to this. something about viruses or hacking or an uninvited user taking over your computer would give me crazy nightmares. like a ghost in your phone. malware popups scare me. also the sensation of something becoming so large it overwhelms would occur w feverish dreams. in one of the distinct ones a mouse cursor would be dragging/maximizing a window on my familys pc. it would keep expanding until it exceeded the screen and then expanded beyond the computer and then beyond all visible area. always something getting too big. i would only be able to see it in third person at that point as it would become so huge. it would fuck me up so bad everyone had to speak quietly when I woke up or the bad feeling would return
@@skullzans you got shifted into the timeline where the dustbowl mineshaft room is real
Thank you for subtitling your videos so well - they're really clear, easy to follow, and you've made them move out of the way of other text on the screen where appropriate. That's so much more than most channels bother with, so thank you!
I'm always interested on unused/leftover areas. For some reason, I love seeing or discovering this kind of stuff.
And seeing someone making a video about it is awesome. I really hope that you actually do more videos like this one about source games and even about some other games.
Fun fact: in pl_upward if you noclip low enough, you can find the room from the meet your match update. Its quite obscure . I think of it as the map has been scared from one of the updates that doomed the game
Most excellent video Sir, really fascinating that there's these ghost areas there, that no one has walked through.
Did Portal 2 have any unused areas?
Portal 2 for being rushed development wise is surprisingly very clean of any of these areas. The entire first half of the game had a solid year and a half of iteration while the second half had less than half, so whatever areas that went unused would’ve wound up back elsewhere in the game.
Plus - Due to the more modular nature of how Portal 2’s levels are constructed (internally in Hammer, that is) compared to previous Source Games, it was much easier for Valve to easily swap out sections that would go unused, leaving practically zero trace behind. There’s a lot of innacessible rooms but they’re all like TF2’s, just done to flesh out the world and aren’t indicative of any previous layout.
2:46 That's just one of the skeleton chambers Glados was stockpiling up
I also find the Source engine comforting, but get creeped out by the noclip void, which is why I had no idea about the leftover areas. Suddenly the Source engine is no longer so comforting. I'd love to see more videos like this in the future!
the way that right behind you was used in the dustbowl section of the video
its just satisfying somehow
I thought I knew everything about unused content in Valve games. But I didn't know most of these spots. Great video. And I also agree on source not being creepy, I dunno what those people are talking about lol
I was absolutely fascinated by blocked off areas as a kid.
2:45 I'd guess that the advanced version of this chamber was built first, then copy+pasted to serve as the basis for the easy version.
Maybe they figured simplifying a difficult puzzle would be easier than adding additional challenge to an easy puzzle
Or maybe the advanced one was the originally intended version, but they simplified it because playtesters kept getting stuck on that section
Or maybe they kept making tiny tweaks to both versions of the map and wanted to make it easier to keep in sync by saying "only edit the advanced version and then recreate the simpler version based off of it"
The cut area in the advanced chamber has weird beta monitors. The cut area in the normal chamber has even older beta monitors.
I wonder if anyone's made a version of Dustbowl that restores the extra flank routes in some way.
Pre-Fortress 2’s version of Dustbowl restores it. I couldn’t find a way to work a mention into the video, but it’s there :)
I've been playing TF2 since 2013, and I've *never* heard or seen of that hidden area in Dustbowl, despite knowing of Powerhouse's development story and hidden area.
Thank you for transcribing this. It makes videos so much easier to watch when you don't have to deal with f'd up YT captions.
Also, the text decorations of some words being italicised or in a mono font don't go unappreciated. Thank you for your efforts!
1:13 People just need to learn set theory, A ⊆ B does not imply B ⊆ A
what does "⊆" mean? i remember it is used in math but i forgot the definition
@@dabmasterars includes or equals
That rule is kind of a given. I don't know anybody who couldn't come to that conclusion on their own, though there's probably a shocking number of them, as there is all types of "rare" people. 🤔
Yes yes yes, exactly I ABSOLUTELY think about being able to explore the out of bounds areas, which is a huge itch of mine. That’s why I’m making a map in a Roblox game where you can explore everything (except obvious boundaries) in the future.
Wow, these are insanely creepy, I wonder if there are any in Portal 2
Even though you travel to them, the rooms used for the teleportation sequence in klieners lab have so much detail that you would never see. Younger me freaked myself out and gave me reoccuring nightmares noclipping to the water area where you see the itchtyosaur.
There's a small, Leftover box in Cactus Canyon on TF2, if you noclip under the ground.
The Chamber 17 room is still one of my favorite tidbits about Portal to this day. It's just so fucking coooolll
Nice vid! Would love to see part 2
I remember finding that half of a map in portal well over half a decade ago, quite a sight to behold. The dustbowl one certainly is a tad creepy, neat video!
As a kid I always had the same fascination of the outside areas in games and would try to find anyway I could to get outside the map.
i'd LOVE to see more of things like this
3:00 I would guess it's probably like that because they actually made the advanced version first, then very quickly blocked off the entrance to it before the game came out. They never got rid of it because they had more important things to do, i guess.
Little detail areas like this that are unseen but are there is what makes me love what the modders have done with some of Black Mesa's campaign maps. When they turned them into Pre-Disaster maps you could walk around and explore them as if it were just a quiet day at work. Then they linked most of the locked doors that were originally there as detail to new rooms and areas you could explore even further.
The Bio-Dome Complex from the Questionable Ethics chapter is my favorite of the PD maps as there's various places that can be visited. Sadly since the map hasn't been updated in a while there are a couple spots that glitch, one when it's loading into a new area that leads to another lab. It'll go through its' loading sequence to load the new area but once the new area is loaded it glitches and loads again which ends up making you appear outside the map itself. Then there's another spot that worked originally but now when you go down the stair case it crashes to menu.
But once I explored further I found a back route to the area those broken spots in the map lead to. You just back track from the main lobby down the hallway you would take in the story to get there, go to the lab where the Grunt is in the observation tube and out the door that goes into the maintenance hallway you take from the caged storage area you pop out into from the end of the Residue Processing map.
There is a door with a retinal scanner in the maintenance hallway that leads to a hallway that'll bring you in from the back way to the extra labs the two broken routes would normally lead you to directly. So the map can be enjoyed without encountering the glitches if you take the back route in to the extra labs. It's a really cool area that almost makes you wish you worked there. Minus the destruction and problems of the main story that is. :)
I feel like I have consumed much of the more advanced source content that exists on TH-cam, but this was a good breath of fresh air. Good video, looking forward to a second one if you can find more
Very interested in that hand model in the Gmod clips… Ossy Flawol player model reveal when?👀
Thank you for the benchmarks, they were very informative!
I just found this channel and it's already one of my favourites.
The ending of this video explains very well the surreal realization that when something forgotten gets discovered it has not just appeared there, but instead it was there all this time, unknown to all who existed.
I remember few source games where there were highly detailed left over areas. im not sure if they were bugged or were accesiable though some secret but in sourcemod Black Snow, there is a room with a dead Person and a library. everything in the room seems interactive which makes me belive it was bugged.
another area that i remember is one located in "Transmissions: Element 120" in the part where you fight zombies using whatever scrap you can find around. there is a huge gate which i didnt found a way to open but behind it is a detailed room with supplies, notably one being a early access to a RPG.
Protogen furry
@@impulse_76 did you not see the pfp of the person who made the video this comment is commenting on
these genre of videos always have a weird creep factor to them
I feel like it it's paranoia. Because if those areas exist, *could there be many more, that we don't realise?*
Nice video! Thank god this video appeared in my home feed! You have a lot of potential my friend! I wish you great amounts of happiness and success! :)
Portal 1 gives me exclusively "cut source area" vibes literally all the way until chamber 19 and you break out into the back of aperture
Never knew about that area in Dustbowl, neat!
would love to see a more in-depth video on hl2.
A very good video, I sometimes wonder what could be in the inaccesible area... Thanks for the video!
Daggerfall's dungeons also have lots of out of bounds areas, with doorways leading out into the black void, and even enemies. You can hear them, but never reach them without cheats.
Borderlands 2 has a pretty cool leftover area. In Sanctuary Hole, there's a fully functioning area on the other side of where you spawn that you can't get to normally
the dustbowl one was by far the most interesting for me, the first level of hidden areas feels creepy but the second layer just feels downright sinister as if you had delved further that you should have. it was also funny to see dev textures in the hl2 lab on the released game
Another interesting leftover area is in the TF2 map Mercenary Park where at the middle area where the water and crocodiles are, there's an inaccessible building out of bounds that you can noclip into and it will show a whole big unused area never used at all, there's also other weird unused areas in that map as well
You are Richter's Overtime son
would be cool if a part 2 of this video included l4d1 and 2
The dustbowl area looks like the map equivalent of a ghost. Butchered and cut out from the rest, discarded, sealed away, only to be seen by peeking eyes.
I kinda imagine at least some of these are a sort of "positional marker" for the devs, to make sure that their levels mesh together with other levels. Ie, it's hard to make a door that would technically lead into the previous level, if the previous level is in fact, still right there in the map as a "do not touch" boundary for the map designers.
9:40 I think these areas were simply copy pasted from an earlier version of the previous map, in order to make the map transition for this one. The maps in HL2 are completely separate, but they simply look like they continue off from the previous one. There's a few other places in the game when the area looks different in the next map.
What creeped me out when i was younger was the dev rooms in elder scrolls games. When I first got morrowind, oblivion and skyrim on PC, I looked up ways of cheating with console commands. Of course there's the classic toddtest, with all the weapons and armor in the game, but I remember there was one dev room that was just a black void with a velothi architecture platform in the middle. I remember having a nightmare that felt so real, of being in that room and there being a big talking statue of molag bal, but no such map with a statue of molag bal exists to my knowledge. But that's just morrowind, there are many other creepier ones in oblivion for sure
House of Leaves vibes from some of the areas.
i cant wait to see what kinds of cut areas we'll find once repercussions releases
Amazing vid. I want a part 2 or a half life only video
Regarding knowing that the areas are there when I pass them yet 1000s of others don't is neat feeling
Sometimes rooms outside the playable area are there because things are "stored" there until they get used. Sometimes invisible triggers are easier to manage when they're not placed all over the map.
No, Ossy, I have never played a videogame. Thank you for introducing me to them!
In all seriousness, good video though. Love this type of shit in games.
I don't know why, but I love empty areas in older games. When I replay Halo CE, I'll wander near a barren cliff face or to a dead end corridor and just sit there in the ambience, the lighting, and the quiet.
thats so familiar to me specialy about hl2 some areas always been so mysterious and i think it was my first ever dispointment when i learned that games is not endless world inside
oh hey wow, i somehow never actually knew about that portal one, that's really cool
Awesome video, you should definitely make more with more detail, even worth connections and references to hl2beta!
This is kinda funny. The other day I was playing a bonelab mod map and found a entire cut layout and a message from the dev. Was kinda cool to see
One of the games I was always curious about when looking off in the distance was Halo Reach.
There's a part on the mission Exodus, right at the start before any enemies, taking place on that multiplayer map, where you look off the bridge into the sort of valley below, to the right of your objective, and you can see a sort of terrace-like structure of buildings. What would be restaurants, houses, small shops, etc. for the people of New Alexandria. I've always thought that would probably be an interesting to run through.
Of course, it's just probably 2D detail only supposed to be barely seen from the bridge, not much thought was given beyond concept art.
But it still captivates me as an area I want to explore.
To be honest, I always wanted to make a video game that's just like Portal 1, but all the "leftover areas" are fully explorable only with noclip. One of my biggest dreams, created entirely by Source engine games of course, was that behind the doors I saw as a kid in games like Portal and Half Life 1 were entire secret levels I could access someday. I'd love to recreate a feeling like that, but for real. This video really catches the essence of that kind of wonder.
Also, 69 comments. Nice.
2:30 I don't know why that endless void scares people.
I'm of the notion that it's an empty canvas for 3D modelers to put build levels in.
I guess playing with Google SketchUp as a kid made me look at it that way.
In the WC mappack there are the very first versions of the first two chapters of HL2 and Valve made the entire chapter just one big map with the beginning to route canal and the sewer section from 2002. Your speculations are correct.
Also the large section in d1_terminal_05 is the first out of bounds section that I was so facinated with that I decompiled the map to fully finish it back in the day.
A rare footrage of a Portal 1/ Portal 2 TH-camr talking about other Source games.
your mouse movements while flying around in noclip were crazy smooth 👍
My God is it editing is amazing
I think your pronunciation is fine, listening at low volume on my phone speakers and I can make everything out fine. Awesome vid tho, lots of things I never knew about and great editing too.
This is what I wish the backrooms took more inspiration from. I hate the direction the backrooms went in. It should just literally be any area in real life that you accidentally clip inside of that you were never supposed to see
This is what original backrooms took inspiration from, in fact. I don't like where it went too.
Ossilia posting yet another banger video
Leftover areas are like the backrooms of shopping malls. You are normally not supposed to go there, and they are barren and spooky.
didnt know there was that extra area in challenge mode, i just portal bumped to the end
The thing with these rooms in Source is that it's just way safer and easier to just block off areas you decide later on to cut, especially in a hurry. If done hastily, it could cause more issues. Also HL2 has a lot of these because the original rough layouts seems to have been copy pasted between maps before being finalized. Especially noticeable in the unfinished maps of the beta.
Well done video, great effort!