Valve's Catwalk Conspiracy

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  • เผยแพร่เมื่อ 1 ต.ค. 2024
  • A weird little video about a weird little trend in Valve's games.
    Inspired by ‪@Great_Blue‬
    "Disintegrating" by ‪@Myuu‬
    Discord: / discord
    Twitter: / purplecolonelyt

ความคิดเห็น • 1.7K

  • @NathanTaub
    @NathanTaub 8 หลายเดือนก่อน +941

    I'm an electrical engineer, but I spend a LOT of time in factories, including the largest factory -- and building -- in the world by volume, Boeing's aircraft manufacture facility in Everett, Washington*. I also used to be a theater guy before someone finally sat me down and explained that I couldn't act. I see a lot of catwalks just like the ones you show, and there are a lot of reasons why they're installed in place of enclosed hallways:
    1) Elevated catwalks allow a different view of the item being worked on, which is quite useful when you're working on something large like a tank or an airplane.
    2) In some cases, there are functions which must occasionally be performed from an elevated walkway, such as painting the tops of aircraft or inspecting control surfaces
    3) Catwalks weigh considerably less than a full walkway whilst supporting the same traffic, which requires less investment in support structure
    4) Building and electrical codes require power outlets, ventilation, lighting, evacuation signage, fire control, and points of exit for a hallway. Catwalks require railings and a safe way to return to ground level.
    5) Large factories sometimes need to use cranes, boom lifts, or other industrial transport vehicles in order to move items and people around; an enclosed hallway presents a much larger area that could be accidentally contacted during operation of these vehicles, and is considerably more expensive to repair in the event of a collision.
    6) A lot of catwalks are installed because employees occasionally need access to specific items such as pipes, wiring, rigging, or compressors, and those are things that either require clearance or ventilation or else must be enclosed in a 'human-habitable' area.
    7) Many people begin to experience mental health issues when stuck in small confined spaces all day; since catwalks are already cheaper than enclosed hallways, it makes sense to make them available when it is practical to do so. This goes double in facilities so large that it isn't practical to go outside during one's breaks.
    8) Engineers tend to get lost in the theory of their work and forget about the realities of production. Having them actually see the process of building the things they've designed can help remind them that they're designing for real life and giving orders to real people.
    9) Some people like to look down on the floor many stories below them and feel like a supervillain in command of an army. Let them have their little moments of pleasure.
    10) Sometimes a catwalk used to lead somewhere, but that part of the building was removed or redesigned, and it's cheaper to just leave the catwalk where it is.
    11) A single enclosed hallway passing through open space with nothing around it looks kinda... stupid. It's like the world's most unimaginative hamster tube.
    * It should be noted that Everett is only a few miles from Valve's headquarters in Bellevue and offered tours up until 2019, so it's quite likely that the facility acted as an inspiration for some of Valve's level design.

    • @sabresister
      @sabresister 7 หลายเดือนก่อน +87

      Point 9 is very important and I am now fully on board with catwalk installation.

    • @COMTNRIDER
      @COMTNRIDER 7 หลายเดือนก่อน +64

      All I did at Boeing with crane maintenance was walk around the catwalks and stare at people doing nothing. I love catwalks

    • @tjcola7703
      @tjcola7703 6 หลายเดือนก่อน +12

      @@COMTNRIDER maybe this is why they have doors flying off planes now

    • @stuff4826
      @stuff4826 6 หลายเดือนก่อน +5

      most often its to solve problems with building code that random seeming catwalks, stair wells, garbage cans, ect are installed. basically, a building inspector walks through the place, finds an array of problems and forced the company to address them and, well, companies find the cheapest solution. 2 points of entry to every room with a fire hazard is huge. i worked for a company doing ventilation systems...90% of the jobs were inspection failures.

    • @WatashiKiwi
      @WatashiKiwi 6 หลายเดือนก่อน

      fr@@tjcola7703

  • @LittleWasp
    @LittleWasp ปีที่แล้ว +3707

    This is what a lack of HL2: Episode 3 does to a man's mind.

    • @paravostok
      @paravostok ปีที่แล้ว +156

      a Freeman's mind

    • @nathanfivecoate5848
      @nathanfivecoate5848 ปีที่แล้ว +44

      Like VALVe would count to three

    • @FractalNinja
      @FractalNinja ปีที่แล้ว +56

      I'm really hopeful they come out with Half life 3, Portal 3, and Team Fortress 3 in a special Blue box to complete the portal reference/Orange box they released before, but I doubt it lol

    • @tuff_lover
      @tuff_lover ปีที่แล้ว +5

      You mean CS3?

    • @koolkiller35
      @koolkiller35 ปีที่แล้ว +5

      It’s coming out soon… I can feel it

  • @HardcoreK1llar
    @HardcoreK1llar ปีที่แล้ว +5458

    The strange catwalks in Portal actually have a good lore reason, too.
    Cave Johnson was absolutely fucking insane.

    • @valletas
      @valletas ปีที่แล้ว +548

      "Cut costs? Hell no lets create a machine that can steal from other aperture sciences from across the multiverse, that will work"

    • @L3X1N
      @L3X1N ปีที่แล้ว +641

      "Cave Johnson here. One of the lab boys walked in, _on company time,_ tellin' me that R&D needs a couple more catwalks to work on the bigger Enrichment Spheres. And that was the *most* useful statement I've heard this whole month. You're _lucky_ I'm choosing not to dock your pay for this, Jason.
      *But!* It's not JUST R&D that needs catwalks. Look around you! See all that empty airspace? That's space not being occupied by *science!* I'm done commissioning a catwalk company to supply us enough for the next 50 years. The bean counters are skeptical, but as soon as they have a look at all the busy researchers walking through the room, in various different heights, they'll change their minds quickly enough.
      Cave Johnson. We're done here."

    • @MK-rw1on
      @MK-rw1on ปีที่แล้ว +55

      ​@@L3X1N perfect

    • @paris-1911
      @paris-1911 10 หลายเดือนก่อน +61

      @@L3X1NThat is scary accurate.

    • @notsonerdgaming3406
      @notsonerdgaming3406 9 หลายเดือนก่อน +20

      ​@valletas theoretically all of the apertures would do this, and become an ever accelerating pillar of technology as a singularity of knowledge and theft

  • @MegapiemanPHD
    @MegapiemanPHD ปีที่แล้ว +3959

    Catwalks are believable enough in an industrial environment that they don't need to make sense for players to just accept them. Most people just assume they're being used correctly and don't know any different. Though, for Portal specifically, they're used to help the place feel more massive, labyrinthine, and incomprehensible.

    • @GianniLeonhart
      @GianniLeonhart ปีที่แล้ว +331

      For Portal it makes sense since everyone in Aperture Laboratories seem to be insane
      I can see Cave demanding architects to add more and more pointless catwalks

    • @akeiai
      @akeiai ปีที่แล้ว +135

      ​@@GianniLeonhart or it could be a necessity. It was a salt mine, and so if they needed new facilities with the required rooms to do those, they'd just build it in an unoccupied space of the mine. They're going to need lots of catwalks if they do that

    • @Jokervision744
      @Jokervision744 ปีที่แล้ว +26

      Now, even with the hindsight, I dare to say that they felt bit off through all the valve works, but what is part of valve.
      They reminded me of platformers which had some super tricky places that I couldn't reach for years, even if I doubted that there were anything there at all.
      I still got there.
      These things are like hint of color from the past, when curiosity could push me to breaking through walls in games.

    • @orbatos
      @orbatos ปีที่แล้ว +11

      I would say the purpose is the opposite. They exist to root the design in your mind as traversable. Like many aspects of level design this is about casting the participant into a lived in space. They are like game trails in a forest.

    • @Jokervision744
      @Jokervision744 ปีที่แล้ว +1

      @@orbatos And that adds to the sense of being lost, and not just feeling of being stuck.

  • @AtomicSpeedFT
    @AtomicSpeedFT ปีที่แล้ว +6370

    Catwalks are just a super easy way to add detail that look nice (and take approximately 4 seconds to make.)

    • @bacon-sandwich4726
      @bacon-sandwich4726 ปีที่แล้ว +419

      Somone help him, the parasite has gotten into his brain

    • @CRT_YT
      @CRT_YT ปีที่แล้ว +157

      @@bacon-sandwich4726 oh god hes beyond saving

    • @scoutmayn5504
      @scoutmayn5504 ปีที่แล้ว

      Wrong. They are indicative of the working classes struggle for true power, that is not otherwise provided to them by their foreman.

    • @Compwnter
      @Compwnter ปีที่แล้ว +102

      @@bacon-sandwich4726 you're better off leaving him alone
      he could potentially spread the infection to the rest of us

    • @toxin1058
      @toxin1058 ปีที่แล้ว +34

      cat walks sure are the best

  • @thatzaliasguy
    @thatzaliasguy ปีที่แล้ว +1875

    Fun fact, this world building is actually called "Theme Park Architecture". Small details that sell the subconscious that the world you're temporarily visiting is functional, lived in, and expansive; when it's actually not. A lot like what Imagineers create at Disney World to make you feel like you're "there" in the theme.

    • @ibuprofen-noodles
      @ibuprofen-noodles 10 หลายเดือนก่อน +90

      it's also called "hyperart thomasson" - useless architecture that have their independent function as being artful decorations. think of stairs to nowhere, a beam without a sign on it anymore, a doorway that's been sealed off or a loose door, a bar for holding on in a random place or incomplete fences one walks around are also examples

    • @Freak80MC
      @Freak80MC 9 หลายเดือนก่อน +37

      @@ibuprofen-noodles This reminds me of the Talos Principle where one character at one point questions if the world looks aged because it really is, or if it was built to look that way to convey a message.

    • @Wert-eo7sz
      @Wert-eo7sz 9 หลายเดือนก่อน +27

      @@ibuprofen-noodles I feel like Valve’s doors are less hyperart thomasson, and more the “theme park architecture”. Hyperart Thomason is just random stuff in the middle of nowhere, while these walkways are things that you might find have actual purpose in real life. We as players know it leads to nowhere, but for the purposes of the world building it could go to a bunch of offices or something. I don’t think the two terms are synonyms.

    • @kcannon333
      @kcannon333 9 หลายเดือนก่อน +3

      @ibuprofen-noodles thank you for introducing me to this, I had no idea Hyperart and Modernology were so interesting!

    • @thewhitefalcon8539
      @thewhitefalcon8539 9 หลายเดือนก่อน +3

      ​@@Freak80MCTalos Principle takes place entirely within a simulation, so it's obviously meant to be like that.

  • @gordonfreeman9965
    @gordonfreeman9965 ปีที่แล้ว +2087

    This, my friends, is what happens when you leave your fanbase without a main title game for more than 10 years, they start to freak out and analyze catwalks, which by the way, has no cats on it...

    • @surveyor1515
      @surveyor1515 ปีที่แล้ว +16

      forsenDespair

    • @derekfurst6233
      @derekfurst6233 ปีที่แล้ว +10

      It's only been 3 years

    • @gordonfreeman9965
      @gordonfreeman9965 ปีที่แล้ว +33

      @@derekfurst6233 How many people have actually managed to play the game? And even if we had content, we´re still thirsty for more XD

    • @derekfurst6233
      @derekfurst6233 ปีที่แล้ว +15

      @@gordonfreeman9965 well considering more VR headsets were sold this generation than the current Xbox, and everyone with VR has played the new half life, I'd say a lot

    • @SyntheticSpy
      @SyntheticSpy ปีที่แล้ว +3

      @@gordonfreeman9965 quite a few. I hear it’s been modded to work on flatscreen, but I would definitely recommend the first experience being in vr

  • @thespicehoarder
    @thespicehoarder ปีที่แล้ว +892

    As someone who has worked in many industrial settings, there are catwalks in odd places. They're cheap to build and hardly ever get replaced when the original obstacle is removed. Also, they can be used to quickly lift large/bulky items vertically without having to deal with stairs.

    • @Aidosity
      @Aidosity 8 หลายเดือนก่อน +44

      Yeah at 3:47 when he's walking about "why isn't there any machinery to work on", I was thinking that maybe there used to be, but said machine was removed leaving only the "useless" catwalk

    • @chrish4439
      @chrish4439 8 หลายเดือนก่อน +12

      This guy created a whole conspiracy and video based off the fact that's he's ignorant.
      There's a million reasons to have catwalks like these in many different settings lol
      Has this guy never left his house? Lol

    • @cfilorvyls457
      @cfilorvyls457 8 หลายเดือนก่อน

      And there's 0 reason for your parents to make a failure like you, and yet here we are@@chrish4439

    • @saganc.4090
      @saganc.4090 8 หลายเดือนก่อน +11

      @@chrish4439 babe, your missing the joke

  • @Walterbennet3697
    @Walterbennet3697 ปีที่แล้ว +939

    I can just hear Cave Johnson saying "If you're hearing this, it means you're taking a long time on the Catwalks between tests. The lab boys say that might be a fear reaction."

    • @blazkull
      @blazkull 9 หลายเดือนก่อน +7

      I literally heard his voice in my head while reading this.

    • @Samurai_2552
      @Samurai_2552 8 หลายเดือนก่อน +1

      Real trauma

    • @mikk.t.7824
      @mikk.t.7824 6 หลายเดือนก่อน

      ​@@blazkullevery time someone quotes/makes up a quote that cave johnson would say i usually read it in his voice lmao

  • @cobertos_6455
    @cobertos_6455 ปีที่แล้ว +474

    You would be surprised how many random, hidden unused areas like catwalks exist in old industrial buildings at large companies. It really depends on the age of the building, as the space needed by the company grows or shrinks. When they renovate or retool, they tend to do the minimum amount of work, and don't always rip out everything. One factory I worked at had a whole network of rooms and catwalks above the factory floor. Some were used as after hours classrooms or tradesmen areas, but the rest were trashed and neglected. It was more cost effective that way

    • @cobertos_6455
      @cobertos_6455 ปีที่แล้ว +37

      Additionally, I worked at another warehouse, where the main area was used for storage, but there were floors of adjoined office space that was heated and unused. Lights sometimes work, leaks and other issues. It was very backrooms. Again, just unused space that didn't fit what the company required of the sqft of that building

    • @StarHorder
      @StarHorder 9 หลายเดือนก่อน +4

      thank you for sharing your expertise and experience on the subject!

    • @Lysergic_
      @Lysergic_ 8 หลายเดือนก่อน

      @@cobertos_6455 Ive worked in a building that was an old post office, and between a lot of rooms (and even bathrooms) there were a network of hidden hallways with one-way windows that could see out. I even found a hatch in the roof of one room that led to a "hidden" room with a couple chairs and old cans, where I presume old workers would sneak off to drink with their friends.
      Everyone who worked there while I was there was aware of the hallways, and we painted over every window.

    • @Tboneman
      @Tboneman 8 หลายเดือนก่อน +11

      I took an Amtrak out of Union Station in Chicago a few months ago, and what really struck me as we were pulling out was just the sheer number of unused platforms and loading docks just up the line, before we even exited the station.

    • @doktormerlin
      @doktormerlin 8 หลายเดือนก่อน

      Also things like the snack machine are not that uncommon in older warehouses. There might have been a walkway at some point that is now unused and the snack machine fits there quite nicely.

  • @jpettltd
    @jpettltd ปีที่แล้ว +3089

    no cats on cat walks 0/10

    • @NoSignalDetected
      @NoSignalDetected ปีที่แล้ว +75

      Actually, there are Cats in Cat Walks, u just need to look a little deeper and you will find a Siberian Cat chilling inside.

    • @warfex12
      @warfex12 ปีที่แล้ว +41

      i still have nightmares about that cat...

    • @kingding9542
      @kingding9542 ปีที่แล้ว +6

      Fellow cat liker

    • @rustkitty
      @rustkitty ปีที่แล้ว +10

      All of them are already in GLaDOS's cat cemetery. :(

    • @Gardeningismypassion833
      @Gardeningismypassion833 ปีที่แล้ว +7

      No cats walking 1/10

  • @alex_zetsu
    @alex_zetsu ปีที่แล้ว +121

    4:00 Why isn't connecting two rooms a sufficient explanation for the existence of the catwalk?

    • @chrish4439
      @chrish4439 8 หลายเดือนก่อน

      Cus then that would instantly disprove is crackpot conspiracy.
      This whole video is stupid AF lol
      He thinks connecting two rooms together without making it accessible to the lower floor is madness 🤦‍♀️

    • @asrielfbi5975
      @asrielfbi5975 6 หลายเดือนก่อน +5

      Because the youtuber doesnt know how catwalks are used for... In the valve community, the catwalks have no issue of being there, the connections are proper, its usually safer, cheaper, and sometimes even required by law to be that way...

  • @GermanPeter
    @GermanPeter ปีที่แล้ว +2707

    Personally, from a design perspective, I think it's a way to add vertical details to maps. I mean, think about it logically: walls are pretty boring in real life. Look at any building and pay attention to just how much free real estate is left untouched. It's boring to look at, but practicality doesn't care about looks after all. So what do you do? You can add windows, that works. But those only get you so far, since if you're indoors, you can't just add them to every single surface. And you might even have to create a room beyond the windows so they're not just painted onto the walls.
    You can add pipes and cables and this and that, and that usually does work, but not in every context. Sometimes there are buildings where those don't make sense (such as wooden buildings).
    Instead, you can place balconies and catwalks there. It breaks up the monotony of the walls a little, and even expands the world a bit. The player might wonder "huh, I wonder why these are there, what purpose do they serve in this place?". Making everything feel more alive, like everything has a purpose that you can't immediately see, as you pointed out.
    And they could even serve a gameplay purpose. The Source engine isn't great at displaying large, open spaces, so designers have to make the most of the tiny spaces they're given. So they add vertical elevation everywhere, meaning you can walk above places you've already explored.

    • @crobber7963
      @crobber7963 ปีที่แล้ว +12

      Very insightful 🤔

    • @tormodmacleod286
      @tormodmacleod286 ปีที่แล้ว +18

      holy shit, German Peter??

    • @ahmadbani1452
      @ahmadbani1452 ปีที่แล้ว +1

      Love your videos Peter!

    • @wheelchair1410
      @wheelchair1410 ปีที่แล้ว +1

      remember when you made that jojo video???

    • @warhawk638
      @warhawk638 ปีที่แล้ว +6

      The German swooping in to comment on engineering and industrial design in video games.

  • @FlamingLily
    @FlamingLily 10 หลายเดือนก่อน +180

    As ridiculous as this concept is, the catwalks in portal really do add a lot to the games. You're always running around them, especially later in the games, and it totally adds to the feeling of breaking out of the intended path

  • @goblintonight8979
    @goblintonight8979 ปีที่แล้ว +1074

    It's a little known company secret within Valve -
    all of their workstations are only accessible via rocketjumping up to a catwalk

    • @LordVader1094
      @LordVader1094 ปีที่แล้ว +112

      Just like President Lincoln intended.

    • @enn1924
      @enn1924 ปีที่แล้ว +13

      @@LordVader1094 amen

    • @BinaryBolias
      @BinaryBolias ปีที่แล้ว +4

      T'was indeed the good ol' days before those pesky stairs were invented.
      A real blunder on Abraham Lincoln's part, I'd say.

    • @darthvader8744
      @darthvader8744 ปีที่แล้ว +11

      GabeN got too fat to reach the TF2 and Half life ones bless his soul

    • @worldprop4314
      @worldprop4314 ปีที่แล้ว +4

      @@darthvader8744 LOL

  • @masteriangamer
    @masteriangamer ปีที่แล้ว +52

    I've always loved catwalks in Valve games. They do a lot to evoke the feeling that the world you're playing in is much larger than what you're directly able to see and gain access to, which not only makes the world feel real and lived in, but also makes the player feel small, both of which add tremendously to atmosphere of the game. In the cases of Half-Life and Portal, I feel like they also convey a lot about the settings of the games. The fact that Black Mesa and Aperture Science have all these clumsy looking, oddly placed catwalks suggests that the facilities themselves were poorly conceived in a sense, or at the very least were just inefficiently cutting corners in the name of even the most meaningless conveniences. For Black Mesa specifically, I always got the sense that the facility itself originated as something far smaller than what we see in the game, and that over the years it was just haphazardly expanded to fit new needs and testing requirements as time went on, as evidenced by it having an abysmally incoherent overall layout, and, of course, countless meaningless catwalks.

  • @meme__supreme3373
    @meme__supreme3373 ปีที่แล้ว +565

    Not a structural engineer, but am still an engineer, and the realistic answer would likely just be that the material cost of catwalks plus the small renovation for is cheaper than constructing a hallway and it probably takes less time to set up too, meaning the area of the building is under renovation for less time, meaning more time is spent witb that area usable.
    Lack of stairs or ladders still doesn't make sense.
    Map development reason is pretty similar, if you want to add a a walkway, it's easier to just paste a catwalk object there than to model out a hallway and put windows in, plus from a gameplay perspective, it allows a weird camping spot

    • @9TDF
      @9TDF ปีที่แล้ว +43

      A seemingly useless catwalk could also have some function it's not serving any machinery but is overlooking something like a turbine hall of a power plant. It could be useful to have a elevated view when servicing equipment.

    • @dustinbrueggemann1875
      @dustinbrueggemann1875 ปีที่แล้ว +22

      Tons of these catwalks also overlook things that seem like heavy equipment routes. Manways are a super common sight in industrial spaces, and they usually look weirdly redundant, but keeping personnel out of heavy traffic spaces and away from moving equipment is a super simple and easy way to improve the safety and efficiency of the entire facility.

    • @SolidIncMedia
      @SolidIncMedia ปีที่แล้ว +9

      "We need a vending machine on the third floor"
      "Sure thing, just add an electrical outlet in the main hallway and.."
      "Nah we're gonna put in a catwalk"
      "A.. catwa.."
      "A catwalk Steve. It's cheaper"
      "Than just adding an electrical ou.."
      "Yep"
      "Cheaper.."
      "That's exactly what I said. What part of 'catwalk to a vending machine instead of just adding an outlet because it's cheaper' are you not grasping here?"
      But I do like this explanation, it makes sense.

    • @solahifuefos9301
      @solahifuefos9301 ปีที่แล้ว +10

      @@SolidIncMedia my thought for that specific catwalk with the vending machine is that it used to be a hallway to get to somewhere, but the room on the left got closed off for some reason and the door bricked up
      and rather than just have nothing there, they put a vending machine where the door used to be.
      seen similar things in old buildings that got split into different units

    • @KrissFliss
      @KrissFliss ปีที่แล้ว +2

      @@solahifuefos9301 Can also act as a break room, put a bench and a table there and you're all set. Since they're underground it's probably nice to watch "out" over something!

  • @steffankaizer
    @steffankaizer ปีที่แล้ว +64

    i work in industry and honestly most of these are actually realistic enough. i have one that just connects 2 tech rooms. one that goes "nowhere" and is just for observing stuff and even one that just has a row of switching-cabinets on it. i would say the only unrealistic thing is that the doors sometimes have nothing behind it except i have that exact situation with the storage rack bolted to the other side. and even the snack machine cold make sense, water-coolers coffee makers and the likes are placed very methodically to steer communication and access control. this video could have been the other way around and make more sense.

  • @Saidriak
    @Saidriak ปีที่แล้ว +1423

    “What the Foreman gets to look down on his peasants like some sort of feudal lord”
    Yes actually, my dad used to work on reutilizing amazons old Seattle headquarters and there were catwalks everywhere for Jeff besos to stand looking down at everyone until they were removed (also a surprising amount of bullet proof glass in his office :))

    • @gamering149
      @gamering149 ปีที่แล้ว

      Bro Jeff bezos is already like 1 day away from death from old age no way he's worried about being assassinated

    • @Zack_Wester
      @Zack_Wester ปีที่แล้ว +120

      also there used to be in some factories catwalk that more or less was only for the foreman and inspector to walk on.
      maybe it would also be used for guides during new hires.
      (thoes catwalk was before radio and phones was a thing).
      so the forman had to shot whit a megaphone from specific location what needed to be done.
      or yell that machine 6 feeder had tiped for the 8 time this weak and leaking water everywhere.

    • @redpyre
      @redpyre ปีที่แล้ว +46

      It's true, my aunt's cousin's former roommate used to work for your dad

    • @Buried_Alive
      @Buried_Alive ปีที่แล้ว +21

      @@redpyre as soon as i saw this comment and started reading he fucking said it in the video
      what the fuck

    • @WackoMcGoose
      @WackoMcGoose ปีที่แล้ว +3

      Sounds kinda like the enclosed catwalks (with one-way glass windows) in mail facilities for the postal inspectors to peek down on the shenanigans below...

  • @Crow_Rising
    @Crow_Rising ปีที่แล้ว +63

    The G-Man walking these incomprehensible, pointless pathways through nonsensical doors seems incredibly fitting for the character. Even aside from his paranormal presence, he seems to always be traveling, but never actually arriving anywhere. It's as though he truly makes his home within liminal spaces, never daring to get too close to any actual destination, but instead for some unknown purpose watching others doing so instead from a safe distance.

    • @andrewclark293
      @andrewclark293 8 หลายเดือนก่อน +9

      I work in a manufacturing plant and can tell you GMan walking around on catwalks and watching you is what the average boss does.

    • @Slobbercat
      @Slobbercat 8 หลายเดือนก่อน +10

      Like the one man in city 17 rambling to himself about the trains.
      "They're always departing but never arrive, and the ones that do, they never leave. You always see them go but..." repeat.
      It kinda fits, doesnt it?

  • @Mega-Brick
    @Mega-Brick ปีที่แล้ว +637

    I like to think there's a stark difference between realism and immersion. In cases like this, certain catwalks may not be "realistic" (having a real purpose, connecting to realistic places), but they are "immersive" - a subtle, wordless reminder that the player is in a facility of some sort.

    • @Bacinator334
      @Bacinator334 9 หลายเดือนก่อน +17

      The video doesn't need to exist, just what you wrote.

    • @CodeguruX
      @CodeguruX 8 หลายเดือนก่อน +2

      That and they have a purpose of giving you a well known "ease of access" walkway that YOU can't get to. Which is often where we see the G man walking around. Gives you a sense of "what the fuck, why can't I get up there?" When it's so easy for everyone else to access and it's a purposely made structure that isn't meant for you, it does evoke certain feelings which add to the feel of the game. Like the feeling to unload rounds and rounds of ammo into the people up there only for them to walk on by. In a game where many things show that you did something when you beat on walls, crowbar a corpse into oblivion, or just shoot up the place and something happens like a decal being added or the corpse exploding it feels weird to watch the game ignore you by not giving you access to that little stupid walkway that the storyline characters get to use so readily.
      Even in the sense that this topic exists, it evoking a feeling or you wouldn't be making a video about it the hopes of getting views and money. So they indeed have a purpose, you're just purposely ignoring it. It IS level design that is intended to fuck with your mind. This is akin to the asshole in the movie theatre standing up and saying "that's so fake!" No shit? This piece of fiction isn't really taking place? Who the hell would have guessed?

  • @nfwrambo
    @nfwrambo ปีที่แล้ว +542

    You missed an opportunity to do a beta moment on the air exchange, a place where valve truly succumbed to catwalk madness and filled it with so many that it became impossible to tell which one you were supposed to take to progress and would become doomed to wander the catwalks forever

    • @tech34756
      @tech34756 ปีที่แล้ว +61

      There’s one in trainstation 01, the catwalk at the beginning you see in the video IIRC was the players original route.

    • @PurpleColonel
      @PurpleColonel  ปีที่แล้ว +88

      ​@@tech34756 Theres one of those sky walkways covered in windows that you see in big cities sometimes in the beta

    • @IBeforeAExceptAfterK
      @IBeforeAExceptAfterK ปีที่แล้ว +5

      @Hoovy Simulator 2 The Highway 17 bridge has the opposite problem. Why the hell does it have a couple of random shacks under it suspended above the void?

    • @molaremasse7034
      @molaremasse7034 ปีที่แล้ว +2

      @@IBeforeAExceptAfterK I always assumed it used to be running along the entire bridge, but the rest has already collapsed. In some places, you walk on partially collapsed catwalks.

  • @kered13
    @kered13 9 หลายเดือนก่อน +5

    4:50 I've been playing Black Mesa lately and this is so true! It's gorgeous how they've expanded some of the environments, but it results in tons of dead ends and rooms that you explore for no reward.

  • @alkibot6284
    @alkibot6284 ปีที่แล้ว +175

    I somewhat recently made a portal 2 chamber, set within a ruined chamber. In one area, the ceiling is busted, and through it you can see that there are... two doors connected via a catwalk.

  • @Xahnel
    @Xahnel ปีที่แล้ว +46

    I love the 2 doors marked private that don't have handles on the outside. Because it speaks of a man trying to add a nice cheap passage from one section to another, and two section chiefs getting sick of people using that path, and both deciding to create one way doors, either independently or not. Has a real "I'll show THEM" vibe that fits perfectly into the 'us vs them but both are just us' tone of TF2.
    Maybe the one who removed the handles was the Administrator, trying to minimize illicit fraternization between red and blue, after the soldier vs demo war.

  • @scpWyatt
    @scpWyatt ปีที่แล้ว +254

    The admonishment of that one catwalk company was so strong I felt it in my soul.

    • @RadioMan2023
      @RadioMan2023 9 หลายเดือนก่อน +1

      Hello meme man

  • @robertlee2092
    @robertlee2092 8 หลายเดือนก่อน +6

    I’m a maintenance electrician who’s worked in a bunch of old factories, and I’ve seen all of this stuff in real life. Catwalks to stuff that’s been removed decades ago, important machinery only accessible via an insane series of platforms and ladders clearly planned by a lunatic, and doors that have been chained off because the platform behind it was removed decades ago and now just drops two stories straight down.

  • @connieredacted7557
    @connieredacted7557 ปีที่แล้ว +495

    Whenever I try to create something in hammer, I always try to make sense of the place so there wouldn't be these absurd pointless areas and it makes it so much harder than it needs to be so I don't really blame them for that.

    • @empty5013
      @empty5013 ปีที่แล้ว +115

      this is what makes valve so effective, they care about what matters but don't get stuck in the weeds over things that don't, such as these walkways.

    • @Anklejbiter
      @Anklejbiter ปีที่แล้ว +14

      Same here. at one point I had added a catwalk, but debated removing it, because... why does this exist here?

    • @alfo2804
      @alfo2804 ปีที่แล้ว +90

      ​@@Anklejbiter "because it looks cool" is always a valid answer.

    • @AlexK-jp9nc
      @AlexK-jp9nc ปีที่แล้ว +24

      Take a while to noclip through Water Hazard. You can convince yourself that it was a real manufacturing area pretty easily. There's clear ports and locks and canals for ships to pass through. The implied water level changes a bunch though lol

    • @PurpleColonel
      @PurpleColonel  ปีที่แล้ว +90

      At some point, someone made a mod called Minerva metastasis specifically to try to keep the world sensible and got hired off of it.

  • @ronindebeatrice
    @ronindebeatrice ปีที่แล้ว +3

    It's almost like people who've made maps have zero experience in actual industrial settings, but have seen them and thought you include elements from those settings.

  • @lereff1382
    @lereff1382 ปีที่แล้ว +156

    Kind of surprised you didn't mention Portal 2, around 30% of which consists of walking around on catwalks, many of which are just meandering all over the place over bottomless pits.

    • @darkdwarf007
      @darkdwarf007 ปีที่แล้ว +28

      but Cave Johnson was a madman, so that would make sence there

    • @TheFalklands
      @TheFalklands ปีที่แล้ว

      ​@@darkdwarf007 shut your mouth, I know what im doing.

    • @gladosbutstupid8807
      @gladosbutstupid8807 10 หลายเดือนก่อน +2

      Well PurpleColonel has a weird hatred for Portal 2, so that explains it.

    • @KiiBon
      @KiiBon 9 หลายเดือนก่อน +23

      ​​@@gladosbutstupid8807that invalidates anything meaningful he has ever said, including this entire video. your morality is determined on whether or not you like Portal 2

    • @gladosbutstupid8807
      @gladosbutstupid8807 9 หลายเดือนก่อน +1

      @@KiiBon Lol

  • @honzabalak3462
    @honzabalak3462 ปีที่แล้ว +4

    As a maintenance electrician one point I can provide is that there are catwalks which you DON'T want to be used by most people in the factory.
    There are areas which house dangerous or delicate machines and instruments and thus they are locked off and inaccessible for most workers. There are usually locked doors leading to the catwalks which can be used by us (maintenance). In other places we simply bring a ladder and climb onto the catwalk.

  • @Tracequaza
    @Tracequaza ปีที่แล้ว +175

    the main one that comes to mind is the catwalk in stanley parable, not an official valve game but very important in the story, especially when considering your analysis: it's the first choice the player has to find themselves, they have to think outside the box and not just deliberately defy the narrators instructions

    • @schorschmcgill
      @schorschmcgill ปีที่แล้ว +8

      Great game. I'm currently working on that 5 year achievement.

    • @bbb-dk7pz
      @bbb-dk7pz ปีที่แล้ว +3

      @@schorschmcgill wasnt it 10? if there is another achievment for 5 you might as well wait some more and get both

    • @psgamer-il2pt
      @psgamer-il2pt ปีที่แล้ว +4

      ​@@bbb-dk7pz it's 10 in ultra deluxe and 5 in the original

    • @bbb-dk7pz
      @bbb-dk7pz ปีที่แล้ว +1

      @@psgamer-il2pt ah alright

  • @masscreationbroadcasts
    @masscreationbroadcasts ปีที่แล้ว +23

    2:52 The fact that that's a real company name is insane.

    • @ADcommenter
      @ADcommenter 8 หลายเดือนก่อน +2

      Every company needs a recognizable name. So the founder must've intended for the company to sound hilarious

  • @TheRabbitPoet
    @TheRabbitPoet ปีที่แล้ว +134

    My childhood spent on using noclip to get to the out of reach catwalks of portal 2 has finally been vindicated. I can die with a clear consciousness now

    • @austinrichard8046
      @austinrichard8046 ปีที่แล้ว +4

      Same. My childlike brain was obsessed with getting on catwalks in portal 2. It must be some shared subconscious idea.

    • @ghhn4505
      @ghhn4505 9 หลายเดือนก่อน

      Okay cool so it wasn't just me

  • @321findus
    @321findus ปีที่แล้ว +6

    7:38 English teacher moment

  • @Spunney
    @Spunney ปีที่แล้ว +706

    This is just pointlessly over-analyzing a detail that, almost certainly, is only as common as it is through incidental design decisions. ...It's great! Please make more X3

    • @Shy_002
      @Shy_002 ปีที่แล้ว

      Never use that face again or I will kill myself

    • @RyanLeeSergent
      @RyanLeeSergent ปีที่แล้ว +19

      I think it’s video alike these that over analyze nothing at all that have really soured my liking of game analysis. (Snack machine as metaphor? Come on.)

    • @CursedSFMS
      @CursedSFMS ปีที่แล้ว +23

      L furry

    • @spy-ops1052
      @spy-ops1052 ปีที่แล้ว +33

      @@CursedSFMS 🤡

    • @CursedSFMS
      @CursedSFMS ปีที่แล้ว +7

      @Zyko Manam damn im so sad

  • @theflunkoutdude90
    @theflunkoutdude90 ปีที่แล้ว +3

    This is borderline Dunkey levels of discoordination. Thank you.

  • @christiangottsacker6932
    @christiangottsacker6932 ปีที่แล้ว +124

    The actual reason any would be randomly around is actually pretty simple. In very old manufacturing buildings a lot of things will get constructed to facilitate certsin large scale equipment. As any mfg facility ages so too will the technology, and new wings will be added. Certain machines will sometimes be removed, certsin wings can be neglected. Whole factories can be left vacant as ive seen with tobacco factories down in kentucky, where the new equipment was built into an old uodated husk, next to another factory that was floors and floors stripped bare of any but a few machines. It was a clean job too. Most of the machines that were removed you would never know. So this is actually more common. The silliest part in valve games is when they go nowhere.

    • @Thornbloom
      @Thornbloom ปีที่แล้ว +6

      Black Mesa was built inside a cave complex; those are notorious for not really going anywhere.
      My current hypothesis promotes the idea that Black Mesa (the landform) is an extinct volcano weathered down by the millennia, and the BMRF was built into the lava tubes and magma chambers.

    • @christiangottsacker6932
      @christiangottsacker6932 ปีที่แล้ว +5

      @@Thornbloom the beginning of what you said was actually correct, but everything else is not. Look up deep undeground military bunkers (D.U.M.B)
      black mesa had terrible oversight but the resonance cascade was the only reason the facility gets destroyed.
      They go everywhere, and are underneath all of America and have been used probably longer than we know. They are incredibly secretive and functional. Last bit of news i heard about them was how much food was getting stored in these bunkers was enough for multiple civilizations to survive off. Im giving myself fallout vibes now..

  • @wydx120
    @wydx120 ปีที่แล้ว +7

    There's another, much simpler meta reason for (some) catwalks: they serve as interior balconies, because having a normal ass balcony inside of a building would look weird af. The reachable ones serve as a way to look down or far away from them, and the unreachable ones probably exist to avoid having a weird looking empty space

  • @ne3333t
    @ne3333t ปีที่แล้ว +193

    I noticed this a while ago as well. But, these catwalks are not merely fiction. I discovered several inaccessible catwalks at my university that lead to electrical panels. I really wanted to get up there...

    • @thewhitefalcon8539
      @thewhitefalcon8539 9 หลายเดือนก่อน +23

      You just reminded me that my university has an entire inaccessible room in plain sight. You had a ground floor, right? And these big pillars around the entrance that also had bathrooms or closets or something inside them. So you could easily see the doors into these closets. And there was a mezzanine floor. And another closet lined up with the mezzanine floor. But the mezzanine floor was on the other side of the room and did not connect to these pillars, so you had doors to nowhere.

    • @twotruckslyrics
      @twotruckslyrics 6 หลายเดือนก่อน

      @@thewhitefalcon8539backrooms??

  • @binbows2258
    @binbows2258 ปีที่แล้ว +2

    I have noticed the copious amount of catwalks in Valve maps. Thank you for validating my conspiracy theories.

  • @vogonp4287
    @vogonp4287 ปีที่แล้ว +53

    It's weird quirks like this which make Valve maps feel uncanny. Like something which feels designed "for" humans, but not by humans.

    • @mythhead2688
      @mythhead2688 ปีที่แล้ว

      “Designed for humans but not by humans.”
      Should be Microsoft’s slogan.

  • @TrippingHawk
    @TrippingHawk 9 หลายเดือนก่อน +2

    I work at a government facility that's been around for ~100 years and we have so many odd catwalks/dead-ends/bricked up hallways/etc. My favorite is this little stairway that goes up to a platform and that's it. The two tunnels that lead to it were completely sealed off, so the stairs and platform are absolutely useless now, but they're not really in the way so there's no point in spending time/money to take them down as well. There are also countless offices that were sealed off in random parts of the building, so you can see their windows from the outside but they're practically invisible inside.

  • @pokemonchase9876
    @pokemonchase9876 ปีที่แล้ว +62

    I always saw the catwalks in tf2 and especially Portal as signs of the companies in the games being suboptimal with their design decisions, and unforeseen needs fulfilled by the catwalks. This in Portal 2 specifically shows the lack of thought Cave Johnson puts into the company with his throw stuff at the wall and see what sticks mentality, adding several probably useless catwalks wouldn't that match that mentality?

  • @mr.101.8
    @mr.101.8 ปีที่แล้ว +6

    All catwalks in valve games are made for G-man to make him easily access any area that he needs to, as we know from the final hours of HL alyx he can also travel through doors sooo

  • @Drew_42
    @Drew_42 ปีที่แล้ว +77

    I really enjoyed learning about this niche part of Valve's level design

  • @dreadgrave3379
    @dreadgrave3379 ปีที่แล้ว +8

    I always imagined the catwalks in valve games (I did kinda notice their prevalence before) were so they'd /always/ have somewhere for G-man to appear so that you'd always feel like you're being watched. Even if he's not there right now, he could be, just out of sight.

  • @crazychicken767
    @crazychicken767 ปีที่แล้ว +41

    "...full of useless dead ends that only serve to confuse the players. Like Black Mesa" With that line, I'm subscribed and you're now my favorite Half-Life TH-camr.

    • @dkskcjfjswwwwwws413
      @dkskcjfjswwwwwws413 ปีที่แล้ว +5

      but black mesa is good

    • @MiguelHernandez-lo5lg
      @MiguelHernandez-lo5lg ปีที่แล้ว +7

      ​@dkskcjfjswwwwwws it's a solid remake for sure, but there are a fair few area with just way too much stuff everywhere, making it close to impossible to actually know where you need to go.
      The biggest offender is Surface Tension where there are just random doors leading to tiny balconies EVERYWHERE.

    • @CoracaoAcidental98
      @CoracaoAcidental98 ปีที่แล้ว +1

      @@dkskcjfjswwwwwws413 It is, but is not perfect, and is nice to see someone that is not just "Everything in Source is the best thing ever" like many others in the community are.

  • @PJSproductions97
    @PJSproductions97 ปีที่แล้ว +30

    So something funny about the example at 5:54, one could argue that that one actually has an industrial purpose, as evidenced by the suspended barrels right next to it. When I worked in a steel mill we would stand on a catwalk like that and use no-touch tools (pretty much hooks on 8' poles) to help guide suspended loads like that through tight openings, like the one above.
    Erect-a-step even came and demoed their products for us once!

  • @LegendStormcrow
    @LegendStormcrow ปีที่แล้ว +7

    The garage we used as our base of operations was an old meat packing pant. It had a couple weird catwalks and a raised room that was only a break room. I miss working with those people.
    My head canon is that these catwalks are natural evolutions to the facilities due to unforeseen additions to the buildings. For instance, that windowed catwalk with the vending machine? Mayhaps the back windows once saw outside the facility, lending natural light to the hall through the adjacent windows? Maybe that vending machine is covering where a door once was? Perhaps it lead to an office in what became a different security clearance, so it had to be bricked off? Yes, they could have turned it into a supply closet, but maybe someone decided to place the vending machine there out of a dumb governmental type protest? officials have done stupid things to prove a point. Points that are then ignored and just become more mud in the water. I know I've made my share in the past, though they were of the transitory type.

  • @_-KR-_
    @_-KR-_ ปีที่แล้ว +32

    I used to work at a foundry. It was said that in the time of the second world war this waa the location of a p.o.w. work site. In certain areas of the older structures there elevated walkways that were completely fenced off. Apparently those were for the gaurds to watch the interned workers. Heres the kicker, I worked in the tooling shop, a more modern corrugated tin-can. I only ever went to those cat-walks once or twice, because I never had the time to just really check it out. It left me so very curious.

  • @bebrown2354
    @bebrown2354 ปีที่แล้ว +4

    We use catwalks to isolate dangerous things, such as circuit breaker cabinets, so the workers don't have to walk by them as often.

  • @MrGermandeutsch
    @MrGermandeutsch ปีที่แล้ว +36

    What a very valid observation. I'll make sure to add twice as many nonsensical catwalks into my future projects from now on!

  • @shy_dodecahedron
    @shy_dodecahedron ปีที่แล้ว +3

    Catwalks aren't just for what you read that they are by definition for. A small catwalk can make a cheap balcony.

  • @Serac111
    @Serac111 ปีที่แล้ว +85

    I got intrigued in the part you said that the catwalks can be seen as a virus that have been spread even in other valve adjacent projects and i couldn't think for a better example than INFRA, a source game about being a structural analyst where you take photos and environmental puzzles where a lot of the time you get to walk see and interact with catwalks and other types of dead-end like structures that gives the illusion of a big world, like emergency stairs, closed elevators, broken or locked doors, etc.
    I think is something it can be expanded upon on.

    • @Nahpax
      @Nahpax ปีที่แล้ว +8

      Fantastic game. One of the best looking source games.

    • @walthzer6910
      @walthzer6910 ปีที่แล้ว +7

      INFRA is just the best

    • @WackoMcGoose
      @WackoMcGoose ปีที่แล้ว +2

      It's actually really funny to "pull back the curtain" on that game and bind a key to unlock-and-open doors (bind q "ent_fire !picker unlock;ent_fire !picker open"), just to see what's hypothetically behind them. Is it the void? Is it a concrete wall the door gets absorbed into? Is it a tiny little cube room that for all intents and purposes is a closet? Is it the Backroooooooms? (it actually IS at one point in _INFRA: Underground,_ if you're standing in the right place during a specific changelevel)

  • @HistoryOnPaper
    @HistoryOnPaper 5 หลายเดือนก่อน +3

    Wait “catwalks” “CATwalks” “that cat” it all makes sense now these catwalks are bridges between time and space for that cat to travel between.

  • @VerbDoesStuff
    @VerbDoesStuff ปีที่แล้ว +85

    The instant I saw the title of the video and the thumbnail i was like “yeah.” I just knew. I knew about the catwalks. It was just IN my subconscious, waiting to be pulled out.
    I actually do have a REAL reason there are so many inaccessible catwalks in tf2 levels, from a design perspective. A LOT of tf2 map design, boils down to clipping off inaccessible areas but still having open space there, in order to make the playable space feel larger and less cramped than it actually is when they want to put an invisible wall for balance reasons. But, it does actually have real effects on gameplay, such as projectiles not colliding with clip geometry. Also, players typically can’t walk on catwalks, because their surfaces have holes in them and tf2 doesn’t like walkable surfaces that you can shoot through, so it’s also a subtle sort of game-language to silently tell the player “this surface is unwalkable.”
    Connection over things like this. That’s what Valve is all about.
    All of your rants about the artistic meaning you took away from the catwalks and the fucking soda machine made me feel not alone in my insane obsession with the source engine’s art choices because i literally had the SAME THOUGHT about that area from office complex in my recent blind play through of Half Life, and this has given me the bravery to make videos talking about the deeper meaning i found behind every stupid little detail of video games i play because i am a hyper fixated autistic boy.
    I really enjoyed this video. thank you :)

    • @VerbDoesStuff
      @VerbDoesStuff ปีที่แล้ว

      @Hoovy Simulator 2 Huh. THAT makes no sense. A rocket can fit but a bullet can’t.

    • @VerbDoesStuff
      @VerbDoesStuff ปีที่แล้ว +1

      @Hoovy Simulator 2 Oh. Well that’s weird. But it makes sense. A blast would still hurt you through a grate. But it’s stupid because a bullet would also still hurt you at least sometimes through a grate lol.

    • @DELTARYZ
      @DELTARYZ ปีที่แล้ว

      Valve has this super unique approach to map design that gives it this weird surreality, and I’m glad other people seem to be picking up on that. It seems like a very deliberate artistic choice, and one that drastically impacts the experience - often without anyone even noticing.
      It’s refreshing compared to the rest of the game industry’s boring, bland, and incredibly wasteful approach to map design.

  • @Extra_Mental
    @Extra_Mental ปีที่แล้ว +5

    I work in factories that use catwalks like these. They are used to transport heavy objects on a trolly or something similar which would be difficult and time consuming to take down a level and bring back up again. They dont put stairs/ladders on them because the heavy object wouldnt be able to be manuvered up or down them. But dont get me wrong, it is damn annoying when you cant just acess it with stairs/ladders

  • @maxgwynn5143
    @maxgwynn5143 ปีที่แล้ว +11

    Great catwalk ad, I've already bought fourteen new catwalks for my bedroom 👍

  • @gyroninjamodder
    @gyroninjamodder ปีที่แล้ว +3

    0:16 snakewater wasn't made by valve. It was made by chojje and tovilovan.

    • @choiie
      @choiie 9 หลายเดือนก่อน

      Same guy 😂

  • @thelaughingmanofficial
    @thelaughingmanofficial ปีที่แล้ว +20

    Cat walks in places in games is meant to break up the visual monotony in a room. Instead of having just a plain jane wall there you have some realistic design element to make it look more dynamic and less boring.

  • @jazazzaza
    @jazazzaza ปีที่แล้ว +2

    6:19 to be fair it just looks like a panel with some indicators and a switch. not a lot to do there except flip the switch if something needs to change sometime or check if its all a going

  • @Specious_Seraphim
    @Specious_Seraphim ปีที่แล้ว +36

    Its a really visually intresting thing, one of the closest things i can think of in real life like is the skybridges, for a video game comparison in the pitt dlc for fallout 3 catwalks made out of construction equipment are used but in concept art you can see they were originally the sky bridges connecting buildings like in the real world, in the plot of the dlc these catwalks are to seperare a upper and lower place but also a upper and lower cast and are necessary to proceed I never really noticed how important catwalks in shooters but their presence is honestly a visually intresting one i always felt it tied into the concrete industiral themes most shooters have as their backgrounds but maybe its more than that

  • @chesspaws
    @chesspaws ปีที่แล้ว +3

    The catwalks between doors are for connecting the doors

  • @elemangell2981
    @elemangell2981 ปีที่แล้ว +58

    Catwalk placements in TF2 have always seemed like a strange case to me.

  • @Iron_Soil
    @Iron_Soil ปีที่แล้ว +24

    Worse conspiracy is that Valve employers want to work at games like tf2 or hl3 but their supervisors dont see it as "effective work" so they are forced to doing stuff that brings company money

    • @rubysvnhalo
      @rubysvnhalo ปีที่แล้ว +16

      reminder: valve has no real supervisors, only real time that happens is when a project is near completion and needs all the momentum it can get (eg: hla, cs2)
      blame valve's desk culture and projects falling apart at the seams lol

    • @ThermalLabs
      @ThermalLabs ปีที่แล้ว

      They don't seem to realise how much money they'll make if they release Half-Life 3

    • @rubysvnhalo
      @rubysvnhalo ปีที่แล้ว +10

      @@ThermalLabs oh trust me, they know that well
      do you know how many hl3 projects have been started and canned due to lack of interest, arguments/disagreements, etc lol
      it might not be the full list but the final hours of hla gives a good view of what they've been up to (you dont have to buy it, just watch it on youtube if you want)

    • @yosukehanamura3507
      @yosukehanamura3507 ปีที่แล้ว +1

      @@ThermalLabs all the final hours books prove otherwise LMAO

    • @flamingscar5263
      @flamingscar5263 ปีที่แล้ว +2

      Valve has no supervisors, which is why HL3 never has happened, if Valve did the supervisors would make FOR DAMN SURE half life 3 would be made, do you know the amoung of sales it would get?
      instead Valve has their employees rate each other, so if your the only one working on HL3 people will rate you poorly and youll get fired, if you try and get a team to work on HL3 you risk that not happening and being rated as not productive, so people work on what is safe, counter strike, Dota, and steam

  • @TheMadmanAndre
    @TheMadmanAndre 9 หลายเดือนก่อน +2

    The Erectastep empoloyee watching this video, wondering WTF did the do to this one youtuber.

  • @lewiswilliams3347
    @lewiswilliams3347 ปีที่แล้ว +14

    I must've picked this up subconsciously because I've been using catwalks to detail my environments for the last few years 😰

  • @notest396
    @notest396 ปีที่แล้ว +2

    Engineer here. To be fair you picked a company that makes that makes modular cat walks. Fixed catwalks serve the same purpose as hallways except they have less walls and provide more access, incase you need to move heavy equipment into one of the adjacent rooms.
    The underlying problem is that most of these rooms are pointless. What value would these rooms generate for a company? Without machines to maintain and material to store., there is nothing to do that would benefit from the accessibility cat walks provide.

  • @rustkitty
    @rustkitty ปีที่แล้ว +5

    I see your point, but exterior catwalks/bridges between two buildings (e.g. 5:02) are totally legit in-universe. Either the second building is a later addition or they just didn't expect the level of traffic between buildings at first so its added for efficiency. Also I think players generally don't expect any of the walkways to be accessible so it's impressive when your path actually circles back over one (e.g. the g-man catwalk in the area where you first see houndeyes in HL1). It's more jarring to me when both ends are just wall, like were they too lazy to drop a door decal?

  • @isaiahdaniels5643
    @isaiahdaniels5643 ปีที่แล้ว +4

    I can hear your fedora.

  • @ShallowVA
    @ShallowVA ปีที่แล้ว +9

    You know, I thought it was a little silly to overanalyze a mapping detail like this, but then you showed the glass window catwalk to the vending machine and my mind simply broke. What in the world is even that.

  • @bdorrd3631
    @bdorrd3631 ปีที่แล้ว +2

    I’m rarely a hater but this has to be the most useless video ever. It’s just visual interest. they’re not made for architectural analysis. Level designer is making a game and not an actual efficient functioning factory? No way!

  • @ryanphillips4123
    @ryanphillips4123 ปีที่แล้ว +12

    This is a goofy over analyzation, and I love it! Keep up the good work!

  • @john.glasscock
    @john.glasscock ปีที่แล้ว +73

    Has someone who works in a production plan we have lots of catwalks that are used only from traversing one place to another. For example if you have a warehouse and you add a building to that warehouse to get to that new building you would have to put on safety gear in the warehouse but if you're on an elevated catwalk away from the production floor or the warehouse you don't have to put on safety equipment

    • @johnwostenberg840
      @johnwostenberg840 8 หลายเดือนก่อน +3

      Avery Brewing Company in Colorado has an entire second level of catwalks going through their brewery, connecting the front of house to the 2nd floor labs. I wonder if that has similar reasoning. Though they also double as great vantage points for guest tours.

    • @johnwostenberg840
      @johnwostenberg840 8 หลายเดือนก่อน

      Avery Brewing Company in Colorado has an entire second level of catwalks going through their brewery, connecting the front of house to the 2nd floor labs. I wonder if that has similar reasoning. Though they also double as great vantage points for guest tours.

    • @johnwostenberg840
      @johnwostenberg840 8 หลายเดือนก่อน

      Avery Brewing Company in Colorado has an entire second level of catwalks going through their brewery, connecting the front of house to the 2nd floor labs. I wonder if that has similar reasoning. Though they also double as great vantage points for guest tours.

    • @Leo-mu8kn
      @Leo-mu8kn 8 หลายเดือนก่อน

      haha glasscock

  • @MegaVidFan1
    @MegaVidFan1 ปีที่แล้ว +8

    From "meaning can be found anywhere, even where the author didn't intend" to *G-man spinning in the backrooms* this video was absolutely fantastic. Your narrating voice is really soothing!

  • @alexrexaros9837
    @alexrexaros9837 ปีที่แล้ว +5

    Author Appeal?
    I dunno, it's like Akira Toriyama and vehicles. You'd think he'd stop drawing them because most characters in DBZ can fly, but no, motorcycles and cars are EVERYWHERE in DBZ.

  • @BlastinRope
    @BlastinRope 8 หลายเดือนก่อน +2

    nice job copying the flow, cadence and structure of every other vapid video game essay on youtube

  • @AntonyCannon
    @AntonyCannon ปีที่แล้ว +8

    Great video.
    Video games sell an illusion. The artificiality of the catwalks can be found everywhere. Take Gordon's impressive arsenal; none of which is capable of damaging the scenery.
    To halt his progress all the Combine would really need is one sturdy door.
    In the Stanley Parable, if the player annoys the narrator enough, he'll send them to an endless, poorly lit maze of meaningless corridors, somehow more horrifying than anything in Doom.

    • @curlyfordoge4366
      @curlyfordoge4366 ปีที่แล้ว

      On TSP, that "maze" is actually the original map used in the first Stanley Parable, back when it was a mod for Half-Life 2!

  • @PattPlays
    @PattPlays ปีที่แล้ว +2

    >mentions backrooms to sound hip
    donotreccomendthischannel click

  • @omenamunkki6352
    @omenamunkki6352 ปีที่แล้ว +8

    I do enjoy walking on catwalks. The sound effects are pleasing.

  • @oatmealformana
    @oatmealformana ปีที่แล้ว +2

    you lost me when you soyed out and mentioned liminal spaces. you were funny but unjustifiably so.

  • @darkfoxfurre
    @darkfoxfurre ปีที่แล้ว +37

    I think you might've missed the Risk vs Reward of traversing catwalks. In TF2 for example, the areas the catwalks connect offer some level of indestructible cover. However, as the player traverses the catwalk, it exposes them to some amount of vulnerability where they can be attacked. Conversely, it's possible to attack a wider area from a catwalk; but an enclosed hallway only allows you to attack anything within the hallway itself.
    Also, catwalks allow for drop-in points for computer-controlled enemies to appear during in-game events. You've cleared out the areas you've just left, and there doesn't appear to be any enemies ahead of you. But suddenly, enemies are appearing from previously closed off rooms and traversing the catwalks, giving you both the ability to react and shoot at the enemies; but also giving the enemies a vantage point to shoot at you in return. Catwalks add a third dimension to enemy traversal that you have to keep an eye on.
    Moreover, there's no denying the industrial, or dystopian vibe that catwalks give off. They give off that aesthetic of cheap, industrial planning; where only function matters, and no thought has been given to form or beauty.

    • @basscat9952
      @basscat9952 10 หลายเดือนก่อน +1

      Function is the only thing anyone should focus on, world goes to shit as soon as people go for form over function with their bodies and machines.
      We would have been at the stars by now if we went a ubertech dystopia.
      You like a utopia? that's a good joke bub, I like answers that cannot be questioned and thirst for power that cannot be quenched.
      Functionality is of greater value than form or beauty, if you have a hammer made of gold not only will it be unwieldy, it will break faster than if it were designed with only function in mind.
      The world should have no place for art or beauty, only the focus on the anvil of progress.
      I despise inhuman thoughts such as yours, you clearly lack the greed in our design, you would never take the stars as your own.
      I am disappointed, even if I have no rights to be disappointed.

    • @spaghettiiq
      @spaghettiiq 9 หลายเดือนก่อน

      @@basscat9952get over yourself shithead

    • @Iz4kiTiago
      @Iz4kiTiago 9 หลายเดือนก่อน

      ​@@basscat9952🧐

  • @sha-384thegreatest
    @sha-384thegreatest ปีที่แล้ว +2

    chill socrates it's just a fucking decorative catwalk

  • @CrabGamingTF2
    @CrabGamingTF2 ปีที่แล้ว +12

    Purple when map design doesn't imitate real life:

  • @DJL3G3ND
    @DJL3G3ND ปีที่แล้ว +2

    is it me or most of these do make sense? maybe not completely necessary, but still a quick convenient way of getting around. what if there are lots of heavy objects that need to be moved around quickly. I mean look at this 2:10, not that upward makes much sense in the first place, but imagine how far youd have to go to get to that other building without the catwalk there

  • @charliekill88
    @charliekill88 ปีที่แล้ว +10

    It’s because it adds depth to the level detail, as if there are rooms there even though you can’t access them.
    And having a useless cat walk is the most important part of every map

  • @thebreadman
    @thebreadman ปีที่แล้ว +1

    Catwalks = They're cake to make. They look believable. They're great for filling empty spaces and they create combat verticality. Remove the catwalks and you have combat on a single plane. You can't get the highground. You have empty / undetailed / unutilized spaces above the playable area. Catwalks rock. We ended EZ2 on a catwalk.

  • @ObliviousMiner
    @ObliviousMiner ปีที่แล้ว +15

    i am going to seriously flip out the next time i see a catwalk in real life

  • @Beardqt
    @Beardqt ปีที่แล้ว +4

    Subbed for the extremely depressing question at 6:10 lol

  • @NovaAge
    @NovaAge ปีที่แล้ว +5

    petition to make catwalk% a real portal speedrun category.

  • @nemtudom5074
    @nemtudom5074 ปีที่แล้ว +2

    6:00 I think thats the front face of an electrical cabinet

  • @Tomyb15
    @Tomyb15 ปีที่แล้ว +5

    I've only watched up to 3:17 so far but I had to stop and say that that line immediately earned my like. Based.

  • @hardyhahaz
    @hardyhahaz 8 หลายเดือนก่อน +2

    8:20 the play testers, they YEARN for the catwalks

  • @criptfiv3
    @criptfiv3 ปีที่แล้ว +10

    i love pointless spots in maps like those, make you wonder how people used that place, what was it for and how it would look if used again.
    this is all much better when these spots are in games supposed to be realistic

  • @Dripple
    @Dripple ปีที่แล้ว +1

    Me: Huh, he seems to be featuring this company a lot. I hope he isn't sponsored by-
    PC: THEY CAN GO F*** THEMSELVES
    Me: 😅 Alright, alright.

  • @Pigness7
    @Pigness7 ปีที่แล้ว +4

    I mean technically some of these are balconies

  • @GravityTrash
    @GravityTrash ปีที่แล้ว +1

    I think its just a neat design feature, something to add some nice detail, almost like a leading line of some sort?
    Its like the wire-vines:
    In almost every valve game, there's always patches of random wires that have a sort of leading line feature to them. The best example is the cancelled koth_nucleus remake found in the TF2 directory leak, which adds a fuck ton of wires to one side and attaches them to the cliff for no reason, other examples would be like in Half Life Alyx's big floaty combine structure, or even the Citadel
    Just lots and lots of wires leading from one thing to another thing that's slightly higher

  • @EasyMoney322
    @EasyMoney322 ปีที่แล้ว +14

    In HL2 they work similar to real life solutions. It's often bridges or subway over railways or canals. And subway might be more expensive.
    In some cases, catwalks might be helpful (especially bridges between buildings) when you want to move heavy things as you won't lower it just to raise it back again. People demolish walls and use cranes sometimes just to move server racks from building A to building B. Even if you don't have direct birdge, these catwalks may be useful for offloading equipment.
    Often catwalks don't have door access control, because, to access any of it's outside doors, you have to get through access control in the first place. So you don't have to deal with tons of keycard locks etc. Or, you can use it to allow people from point A to access point C without requirement of giving them access to point B.
    It also works as balcony, smoking area etc. Or you can mount external AC units here for maintenance reasons.
    It also may lead to emergency exit, giving an extra escape root.

    • @davidsmh
      @davidsmh ปีที่แล้ว

      forsen

  • @Bacxaber
    @Bacxaber ปีที่แล้ว +2

    I'm disappointed this wasn't about the insanely popular fashion catwalk taunt that Valve refuses to implement.