That's awesome man. Never thought i'd see it full scale in an actual map and not the skybox. Makes me daydream about a Half-Life 2 remake where city 17 is, you know, an actual city, and not string of interconnected maps, with the game still being linear, but turning into a seamless experience without loading screens (not impossible since you just managed to make infinite map sizes), and when you get to the citadel you'd get to see the whole journey that you made instead of a jpeg of some city lights. Anyway, good work. Love the wizardry that you make in the source engine.
you know, if loadings are that long in normal half-life 2, imagine what it could have been if they were all connected into one map and you had to load THAT… well it's only one time, each time you start up the game, I don't think you need to reload the whole map to load a quicksave since they could just make it adjust entities' properties and not reload the entire map
@@kabanod1m True! And with some good optimization work and clever map rendering (as in, the whole map would exist, but only the part you're on would be rendered) they could probably make it happen. Plenty of open-world games manage to pull it off!
The big issue is that source has very tight limits on things that are pretty difficult to spoof. This does that using some serverside tomfuckery, which would not work for this since it would not even compile. Now I do think seamless loading is more possible... Just still incredibly difficult :)
@@Wheagg Right, that makes sense. It's cool to hear that seamless loading might be possible though, and I don't doubt it is. I'm not sure it's related, but I was surprised at how much well optimized Source 2 is in Half-Life Alyx, especially considering how beautiful it is. If it was a flatscreen game, it would probably run 60 fps, high settings in even the most mid tier of PCs. Maayybe it would make the game load faster? Either way, some engine code rewrites here and there could make it happen, but again, i'm just daydreaming lol.
@@elielc.8459 There are a few things to consider for seamless loading. Firstly, is the time taken loading greater than the time between completing loading and finding the stuff that got loaded? If so, it's possible you'll see stuff before it's properly loaded. So we'd have to trigger loading earlier. Plus some people might be on slower HDDs and will need even more time. But to answer the VR question, probably, since iirc source drops the FPS to minimum while loading, something that VR can't do, which would consume valuable CPU/GPU time.
At 1.15 trillion pounds, or 575 million tons, the citadel is 11.5 times heavier than the heaviest manmade object at present, which is the Great Wall of China at 50 million tons.
@john marston It is around 2 kilometers based on the game files and stuff, not 8. The dude that made this measure is basing it off a random satellite image that Valve just threw in there.
@@SirKolass Even then, if you don't walk along an overly straight line, the maps inside the Citadel are still gianormous. Basically any point throughout the levels. Take one look, and there's probably an area that's extremely far down or far away.
hey, mee have you ever tried making a physics based object(s) like wood? or metal and brick, or just plain concrete that can bend based on the gravity based on earth or slightly different settings? I wanna see wood that bends and breaks if it bends too much as gmod lacks in that department of physics. also too, we really would love to see solid objects that don’t usually bend, bend as I had mentioned before. maybe create a model based on joints and those joints consist of wood, concrete, brick and they only bend if one or more pieces are not supporting that spot *Quintessential pizza freak also mentioned this idea.*
There are barely any dedicated physics simulators that can run something like that in real time if at all, let alone trying to achieve that in a game with a 10 year old physics engine not built for that. And to have realistic fractures, splintering, cracking, and whatnot you'd need some pretty insanely dedicated software and models just for a single piece let alone a whole structure full of unique materials instead of the same copy and pasted fracture lines
@@leomadero562 The tear down game is one of many with physics and joint based structures that bend or break where the missing parts are, you should go check it out
So, in theory we could have maps that are way beyond the limits of the source map size, but also detailed... if you just made them props? I wish I could try porting something like the entirety of a Midtown Madness 2 city as a prop (without textures since that would be extremely difficult,) spawning it, resizing it if nessecary, then driving around in it, but I don't have the modeling knowledge. The collision would probably be too complicated for one prop though.
No, the guy just made a mod that defies the source map size limit by placing seemless portals on the chunck borders and then tricking the game into calculating it all as different chunks even tho the engine itself thinks that everything is in 1 small chunk. The guys is a mastermind, look at his videos
even this isnt meant to be the real size of the citadel (just supposed to look real big), as the maps taking place inside are combined a lot larger horizontally than this model.
Bro, you know someone did the calculations of the Citadel compared to the skybox map you see at the top of it in Breens office? Like the one of the city? Well, when they did it, the Citadel turned out to be 27,580 whole-ass feet tall. Mount Everest is 29,000 feet tall.
and i though the citadel was more taller than that and longer like it's height would take you in up like untill end of the atmosphere that's how tall i thought.
@@apieceoffabric294idk something about the metal the Citadel is made of glowing blue makes me think it's not any human material... Probably some super powerful alien metal that can support a tower this large.
a meteorite the size of a regular rock hitting earth wouldnt do much, but one as big as your mom would destroy our entire solar system with its gravitational pull
the interior maps of the citadel dont match up with the exterior. take the pod ride trough the citadel at the end of hl2 for example.... no way the citadel is only 250m wide... it always iffed me. but perhaps it works like a TARDIS.
Well, someone calculated the Citadel's height and width based off of data from the skybox you see at the end of the game in Breen's office. It ended up being 27,580 feet tall, and 860 meters wide. Mount everest is only 29,000 meters tall.
@@samwhaleIV I know its probably not the case, but it would be kind of cool if it was some kind of interdimensional combine volume science or some shit
That's because not even this is the true scale either. Bro someone did the calculations and the Citadel amounted to 27,580 feet tall and 860 meters wide. They used the skybox you see at the end of the game to calculate it. To put that into perspective, mount everest is only 29,000 feet tall. And the Burj Khalifa is 828 meters tall.