Enjoyed watching the latest Half Life Absolute Zero Beta Access. Why did you bugger the switchboard with the crowbar? Lots of zombies and crabs. Didn't know zombies can bust through walls eek! Looking forward to what this new area at end is all about. We'll done! Keep up the great work. 😊👍
3:00 that's actually an intentional thing that one of the original half-life devs was gonna do. You were supposed to get spooked by a monster and fall down there, but they didn't end up doing that. Brent Johnson liked to troll players with traps like this one, but you kinda outsmarted him with that box.
Also, a pretty common fun fact is that the houndeyes were meant to be friendly but the play-testers kept shooting them before they had a chance to realize they were friendly. So valve just made them hostile.
As far as I am aware, there was no intention to have invisible walls. We put that there to prevent people from breaking the puzzle. This chapter is an abridged version of what was originally there as there's a whole map that hasn't been seen in pre-release media.
@@maxwell6637 I mean invisible walls are a pretty common thing. It's not too far fetched to imagine Brent wanting to put one or two invisible walls in the game, maybe specifically so the player falls into a trap. And technically, the game already has them in outdoor areas, in the form of the skybox. Can't remember who worked on Xen, but I imagine they might've done so(not including the skybox). That's why I added IIRC.
37:10 black mesa employees. Or "our crew".
23:35 sleep. He was gonna say sleep i think.
35:38, actually a lot of people say the office warrens/complex area is actually very liminal.
41:10 looks like that might be sunlight filtering in through windows. Maybe those are suppose to be cliff faces that black mesa found?
Enjoyed watching the latest Half Life Absolute Zero Beta Access. Why did you bugger the switchboard with the crowbar? Lots of zombies and crabs. Didn't know zombies can bust through walls eek! Looking forward to what this new area at end is all about. We'll done! Keep up the great work. 😊👍
It's gonna be great!
19:10 you can destroy the barrels btw.
3:00 that's actually an intentional thing that one of the original half-life devs was gonna do. You were supposed to get spooked by a monster and fall down there, but they didn't end up doing that. Brent Johnson liked to troll players with traps like this one, but you kinda outsmarted him with that box.
Yeah, that was completely by accident :P
To get over to where that zombie kills the security guard, you need to use the crates that you ended up breaking iirc.
Also, a pretty common fun fact is that the houndeyes were meant to be friendly but the play-testers kept shooting them before they had a chance to realize they were friendly. So valve just made them hostile.
That would of been cool to have one as a pet, makes sense why they changed it as you say.
Yeah, they initially did the traditional invisible walls thing, but Gabe Newell shut that down iirc.
As far as I am aware, there was no intention to have invisible walls. We put that there to prevent people from breaking the puzzle. This chapter is an abridged version of what was originally there as there's a whole map that hasn't been seen in pre-release media.
@@maxwell6637 I mean invisible walls are a pretty common thing. It's not too far fetched to imagine Brent wanting to put one or two invisible walls in the game, maybe specifically so the player falls into a trap. And technically, the game already has them in outdoor areas, in the form of the skybox. Can't remember who worked on Xen, but I imagine they might've done so(not including the skybox). That's why I added IIRC.
In the alpha, headcrabs used to one-shot you. The beta ones are definitely a lot more balanced.
Good luck trying to survive the alpha XD