Black Mesa: Definitive Edition - 10 - Residue Processing [Hard]
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- čas přidán 28. 08. 2024
- Chapter 10: Residue Processing
Freeman wakes up after being apprehended by the HECU to find himself at the bottom of a trash compactor, stripped of his weapons. He manages to escape before it crushes him and emerges outside to a sunny morning in the facility. However, this moment of respite is short-lived, as he must venture back into a waste processing facility to make some headway and pick up the trail to the Lambda facility. Gordon slowly re-arms himself as he runs, jumps and dodges his way through the dangerous (and oftentimes gross) hallways, machinery and conveyors of the processing plant.
Playlist with all completed chapters:
• Black Mesa: Definitive...
Notes:
- Though it is difficult to do, Gordon can rescue the Guard at 3:50 before he gets grabbed by the Barnacle, either by getting grabbed first and killing it, or by throwing a prop at the tongue. If the Guard is saved, he will act like a regular Guard and follow Freeman around if requested, though he will eventually need to be left behind at the ladder
- The Headcrabs at 3:50 will die if they land in the radioactive waste that lines the room
- It is not required to shut off the gas line at 5:27; Gordon can actually go right through the flames at the vat of goo with minimal damage
- I didn't bother exploring the areas at the bottom of the huge conveyor rooms because there honestly isn't much of a reason to; they mostly serve to allow players to return to the start of the conveyor maze (the orange door at 14:00 opens from the other side when players make their way back up) if they fall off at the grinders jumping puzzle and land in the water at 16:59. There is hardly any loot down there, but players will encounter a dead Security guard besides two headcrabs, and a Bullsquid on their way back up
- The flame puzzle at 15:33 is notoriously hard to get through unscathed because the timing on those jets and the AOE of the flames are just plain unfair. I myself only recently found out that I could get through it by walking on the side of the conveyor and going step by step through each set of jets
- The ladder at 16:03 leads to the bottom of the conveyor room and simply allows players to come back up if they fall
- For the grinder puzzle at 16:43, instead of jumping from one belt to the other, Gordon can simply use the steel beams to walk from belt to belt
- At 16:55, two openings are seen. Both lead to the area at 17:12
Trivia:
- As seen at 0:04, all suit armor from the previous chapter seems to carry over, even though Freeman's health took a hit from the HECU capturing him
- In HL1, interacting with the crushers at 0:38 will allow Gordon to control them just like the trams in OaR. This is not possible in Black Mesa
- At 1:01, a gas tank with "Northern Petrol" written on it can be seen above the trash compactor. Their logo is also widely seen in the chapter Highway 17 in HL2, specifically at the dock where Gordon controls the crane
- It is implied that the two HECU soldiers that captured Freeman died right after they activated the compactor; one is seen blown to bits (presumably by a grenade) and the other has been overtaken by a headcrab (1:04). Many dead Headcrabs are also seen, suggesting that they teleported into the control room and a fight ensued
- Gordon will suffer fall damage if he jumps down into the drain opening at 1:48
- Many of the doors in this chapter, such as at 4:58 & 5:00, used to be orange ones that Gordon could unlock from the other side once he has progressed further into the level, to allow for backtracking. These have been replaced with unoperable doors in the Definitive Edition
- The "secret" path that awards Gordon with the SMG at 10:34 used to only contain 9mm ammo and a shield cell
- It used to be possible to run through the set of crushers at 13:44 in one go, in previous versions
- The soundtrack that plays at 13:40 was used in the first teaser for Black Mesa, as shown here:
• Black Mesa Official Te...
- In prior versions, the direction of the conveyor that Gordon is on at 16:33, and the one to the left of him, were switched, and Gordon had to hop on the other belt to proceed to the grinders
- There used to be tripmines at the start and end of the tunnel at 16:35; these were removed because they were notoriously hard to hit. Also, who the hell would've placed tripmines there in the first place? The HECU because they were bored? Didn't make sense
Residue Processing is probably tied with the second half of Interloper as my least favourite sections of HL1. When I first played Black Mesa's version of RP, I still couldn't escape my dislike of all the jumping puzzles, the platforming, the multiple dead ends and backtracking. But, having played through it again, it has grown on me largely because of how "lived-in" the environments are and feel, compared to HL1. The entire processing facility feels like it actually has a place and sense to it, rather than being just a series of random conveyors and crushers. As well, the art is great at making it FEEL industrial. Also, the sewage in Black Mesa looks genuinely disgusting and gross (10/10 would never swim in again).
From how I interpret it, RP is a level designed to slow the pace of the game down after the fast-paced first half. While I do wish that more emphasis was placed on the process of regaining Gordon's arsenal rather than the platforming, I do think it serves its purpose as a "breather" chapter. Looking forward to getting the Tau Cannon in the next one, see you guys then :)
It's a big missed opportunity in my opinion
.
Think about it, a chapter after you lost all the weapons and you only find a crowbar and a pistol without ammo. You are in a creepy waste treatment facility, where there are no signs of life, except the aliens.
The perfect setting for a horror-focused chapter.
And yet BM does nothing with it. It's just the same Residue Processing but fancy looking. After they change literally all Xen and rework Power Up/OaR (cutting this one lol) I expect some improvements in the worst chapter of the original HL, and ironically we get a 1:1 remake.
@@quiver5756 Yeah I do agree that the chapter should have put more emphasis on regaining your weapons after Apprehension. You get the Pistol right off the bat, and the MP5 and Magnum without much effort at all. If they had done something similar to the start of UC, where Freeman had to either run away from enemies or use the environment to kill them, I think the chapter would have been a lot more fun. In my head I had envisioned a sort of combat puzzle to get each gun.
With this environment I also thought there would be more personnel (aside from the few corpses we do see). Although I'm sure there's a mod that adds plant worker corpses throughout.
Well, for as quickly as the puzzles and mazes got old in this chapter, you gotta hand it to the studio for at least making some sense out of all the machinery, conveyor belts, sunken rooms and steel corridors. In the vanilla version, this section was dull and uninspired as hell with most of the surrounding making little to no sense at all. The purpose of this chapter was to change the rhythm a bit, after a hard fought battle with HECU and aliens, it was meant to slow down the tempo and explore more of the industrial, automatised section of the facility. Also, back in the 90', stripping the player of all his weapons and loot added much "depth" to the story and helped to actually feel less like a one man army after you basically owned a squad of infiltrated ninja-assassins with silenced pistols :D
Definitely not the most exciting chapter to play, let alone to watch and @Quiver 5, you're totally correct - this chapter was a golden opportunity for the team to tinker with some horror-like ideas. Adding in an boss, who'd follow you until the end of chapter, to push the tempo would've been a sweet idea. Slow, not very perceptive, but invincible - think Jeff from Alyx, but here perhaps even a Gargantua would've suffice I guess. Lack of pressure was the missing ingredient.
That being said, I'm looking forward to the next chapter, as the devs themselves had a ton of fun making it :)
This level is fucking shit.😊
I'm playing this game for the first time right now, and it's the first part of this game that I've had to give up and ask my husband to do things for me. It's so frustrating. I hate knowing exactly what I need to do and just being unable to do it after trying the same freaking thing over and over and over again for, like, half an hour.
Residue Processing is like that slow, short song on an album you love. It's going to be your least favorite song on the album, but you get why it's there so it feels wrong to skip it.
Haha, that's a great comparison. And eventually that song does get stuck in your head despite it being your least favourite :P
Office complex had a lot of food courts and soda machines and bathrooms , this map shows you where it ends up . . . .
Gordon literally had to swim through rivers of shit in this game to survive. Mad respect.
@@Sexy_Nutella oh god… I didn't think much of this…
@@erikpng "Gordon! Thank god for that hazard suit!"
@@Sexy_Nutella as part of the no helmet gang, I feel uncomfortable.
@@erikpngthinking about the implications of this chapter single-handedly converted me from no-helmet gang to helmet gang.
9:14
The worst place to work ever. A tiny desk in the bowels of some recycling facility. A river of liquid feces flows majestically to your right, filling your nostrils with putrid stench. Behind you, flame jets turn on and off, roaring like angry elephants and flashing straight into your screen. There's rust, dust and dirt everywhere you look. If you want a cup of coffee, you need to brave miles of iron catwalks above the Shit River. If you want to take number two, you better run quick to wherever the toilet is.
no need to run just go to "the river" and unload
Most of these places probably rarely have anybody in them. Note the lack of bodies in these areas. There are manuals and monitors to turn on to view status of equipment if something goes awry, but when things are working properly, nobody is down in this area. That's my take on it, anyways.
I've worked in some buildings where there were mechanical and equipment spaces in basements and between floors and there are desks with computers, books, etc, but it's usually unoccupied until something needs to be fixed, or changed up in those automated machine processes. You basically grab your equipment, run down there, plug your nose (and ears, it's usually LOUD) and do what needs doing, then get the hell out and go change your clothes.
lol
Sexy Nutella (A very good professional): 1:52 Walks all the way down carefully and slides down
Me (A goofball):
Ooooh, it's a slide! WEEEEEEEEEEEEEEE-
*Fall damage sounds*
*Minor Facture Detected*
*Automatic medical systems engaged*
*Morphine administered*
Hahaha, I too fell straight down and got fall damage when I was recording this section. That's why I slid down carefully instead ;)
Love the little details in this game like how they showed what happened to the soldiers that captured Freeman (they go ambushed by headcrabs)
Yup! Made more sense why there wasn't anyone there when Freeman woke up
I have to admit, this is one of my favorite chapters of the game. I just love the setting. It feels so lonely and desolate. The platforming was mostly enjoyable and a nice change of pace from combat. Sure, waste disposal section sucks, but it felt really good to finally figure it out and make those crazy jumps.
I didn't mind it as much as HL1's, but I do wish it focused more on regaining Gordon's weapons than platforming. I personally think having encounters where Freeman is defenseless would have been more enjoyable
@@Sexy_Nutella Same , it shows that the military's will hit hard and the environment all around you is hostiles . . . I also wish you had limited health packs so it makes you grateful to even have 30 or 40 hp .
Gordon’s armour is still 100 at the start of this chapter, even though his health dropped when he got whacked in the head.... looks like the #GordonHasNoHelmet team just won once again
Lol! Didn't realize that.
That would be extremely bad, as not only did Gordon go through shit but probably chemical waste too
Seems more like an oversight than an intentional design.
Either way; HL:A (along with everything else like common sense) still proves that Gordon wore a helmet.
@@user-tzzglsstle585e38 what? There is no evidence of a helmet in HL: A
@@sasasa1541 The drawings of the vortigaunt depticts Gordon with a helmet instead, we know this isn't a creative limitation or liberty by the vorts as they can clearly draw circular shape and detailed drawings that would've resembled a bare head better.
But no, Gordon is drawn with a square-ish head and no neck, as well as the top of its head being darkened which refers to the black top of HEV helmets.
they really went the extra mile to make the waste water look as gross as possible.
Right? I visibly groaned when I jumped in the first time
The final straw that tipped the scales towards “Gordon wears a helmet” for me because…. _no_
My brain refuses to visualize Freeman jumping into raw sewage with no face protection. That can not be canonical. I reject that from reality.
Very nice mate! really enjoy the way you navigate, it -feels- logical, almost like freeman is rationalizing his movements..its a unique style of gameplay presentation that i've grown quite fond of. I'm glad I found you and your still actively making content :D
Thanks man :) I'm glad that you're sticking around for this lengthy ride :)
Residual Processing was always one of my favourite missions because of its vibes, you just woke up from a trap and youre kinda out of the facility, but instead of escaping you just get deeper and deeper in it, this warm summer feel it gives is somehow kinda nostalgic to me, idk why, everything with a clean blue sky or a rly orange sunset gives me childhood vibes :p, anyway another excellent video dude, keep it up the good work :D
Edit: Grammar
Yeah, I loved how the chain of chapters from Apprehension to Forget about Freeman show that an entire day passes between Freeman launching the rocket and finally reaching the Lambda bunker. Like you said, a very distinctive "summer" feel that I love as well
13:35 I don't know how you did that so confidently, crushers in any game give me mad anxiety, I'm usually sat there for a good team minutes
Trust me, I've died a bunch trying to make that work. I had to go that fast so that the music drop happens as I get out of the tunnel :)
Very underrated chapter. Love the puzzle and platforming approach.
I'm glad that you liked it! I personally am not the biggest fan of it, but I do like going through the "inner workings" of the facility. I feel like a chapter centered around just pure exploration and platforming would be hard to find in modern FPS games - if anything it gives HL1/Black Mesa even more of a charm
More to Trivia:
*In HL1 you come trought Biological Waste Processing Plant which disposes of and process Black Mesa's wastes (both organic and hazardous materials). It is connected to the Advanced Biological Research Lab ('Questionable Ethics' chapter) which give most of organic wastes, you could see gibs and some unknown floating parts of them in large tanks filled with biohazard liquids (H.E.V. suit discribe damage from it as 'Blood-toxin levels detected!' czcams.com/video/6oPGjA5-4AM/video.html and czcams.com/video/6oPGjA5-4AM/video.html ) but in remake liquids are radioactive and it's not give you foreshadowings about upcoming QE lab.
*1:04 - in prior versions of BM, in that room there was the only one dead HECU soldier near the office chair, which could be implied that he either was executed, or commit suicide, or even this could be hommage to cut Half-Life: Decay's scene where you need to save Gordon Freeman from death (czcams.com/video/zXjk2jKd_xo/video.html );
*2:37 - this dead scientist uses the pipe, it also is used by Manhack Matt (Half-Life 2) and Eli Vance (Half-Life 2: Episode Two);
*6:09 - this dead security guard tries to fight back with pepper spray but didn't make it;
*11:46 - in HL1 this puzzle is different: when you press a button in this room you'll stop the presses (which complitely absent in BM there) above conveyor belts for a few seconds, and then at 12:46 there were three switches (instead of one in BM) which you can turn to change separatly the direction of movement for conveyor belts;
*13:42 - in HL1 there were not only vertical presses (aka pistons) but also there were horizontal presses; also vertical presses in original game made additional hit moves which could trick player and crush him;
*17:20 - in HL1 there was the jaw-like mechanism, which you need to jump down, instead of garbage shredder
machine and ladder you need to use to pass it.
P.s.: for me this is the most disliked chapter because of almost infinite amoung of platform jumpings, it's just completely kill the pace of game even if you know that next chapter is super cool 'QE' lab (in HL1 'QE' also is a boring one because of poor level design which was result of many reworkings).
Thanks! Yeah, RP really is a major change in pace, though I still appreciated what it was going for.
It's very relaxing to watch you play. Keep them coming
More to come! Thank you for sticking with this series despite the slow uploads :)
15:35 - I love how media tries to tell you that flames and hot things aren't dangerous so long as they don't touch you. In reality, you'd be no less cooked in that pipe if you didn't touch the flame, as if you did.
Gordon doesn’t need to hear all this, he’s a highly trained professional.
What i call the "trash chapter" (literally!) Good job anyways !
Thank you!
That headcrab made me laugh 1:10
Headcrabs are really both dorky, cute, annoying and gross at the same time xD
Gordon would wake up during a sunny morning after being ambushed by 2 soldiers and would escape being crushed to death, gordon would survive, as it wasnt so fortunate for the 2 soldiers, freeman would have to traverse through the waste processing facility to pick up on the journey to the lambda complex.
Very clear and precise, deliberate movements. Never seen that in a walkthrough. Well done.
After watching Freeman’s mind I can never picture this part without Gordon having memory loss
About how Barney got Gordon's Crowbar from Black Mesa reton, the crowbar you picked up in the start of Residue Processing chapter is a different crowbar as you dropped your crowbar to Barney Calhoun when you're unconscious.
Is that explored in Blue Shift? I have yet to play that expansion tbh lol
@@Sexy_Nutella Actually it's in Guard Duty, a Blue Shift Source remake.
Barney escaped right at Freeman were capture by 2 of them.
@Ace Becks Thanks for the insight :)
You picked my thumbnail choice!! Thank you!
Yeah, I was really leaning towards this one. The vats of green goo was a close second, but every walkthrough video seems to have that as the thumbnail, so I wanted to differentiate mine haha
10:47 - Anyone knows why devs put that there? I've read some of their notes regarding certain choices and adjustments they made, but giving the player the MP5 at this stage baffled me a little
I think it's just meant as a reward for players that explore every nook and cranny of the maps. Besides, there aren't a whole lot of enemies in this chapter, so I didn't mind getting it at this stage
All you do in Residue Processing is swimming through a big river of shet, and jump across tracks.
I wish the devs focused more on the process of re-acquiring weapons. The platforming was alright, but followed too closely to HL1 in my opinion
Brings back great memories. The graphics are far greater than I remember, but granted, I played this on a 1998 or 99 Compac PC! Is this version a 'remake' with enhanced graphics? Once I got into xbox platforms (so I didn't need to do the incessant downloads and updates) I lost track of PC gaming. Thanks for this upload!
Buena jugada *Sexy Nutella* ;)....la verdad a mi también me gusta jugar *Residue Processing* esa partida fue mi favorito jeje.
A mí también me gusta más ese capítulo ahora :) gracias
1:07 min "wait 2 Hecu Was lift Gordon Freeman to that place where gordon was wake up, has dead by headcrab? or Zombie?"
What I think happened was that headcrabs came through portals right when the Hgrunts started the compactor. A grenade was thrown, which killed a bunch of them, but also one of the soldiers. The other got overtaken by a headcrab.
@@Sexy_Nutella okay
@@Sexy_Nutella yes they got karma
xd
@@Sexy_Nutella In truth, it was 2 of Gordon's coworkers who saved him.
8:18 fart / trash sound like it’s from half life 2 episode 2 when you step on the ant lion larva
Nope, but that sound is hilariously gross haha.
@@MajinMist603 It might very well be, though this sound in Residue Processing sounds so much grosser lol
While the original residue processing wasn't straightforward enough and really needed a revamp, IMO this version makes it too straightforward. As hard as the puzzles and platforming were, I had a pretty good sense of accomplishment finishing them in the original.
They did make this very linear for sure. Previous versions of this chapter had a whole bunch of doors that would re-open to areas Gordon passed by. While this did make it more confusing I feel that it made the space feel more interconnected. Most if not all of these doors are now blocked off.
1:07 min "2 Hecu Guy Got Karma Xd"
One of the new additions to the game that I loved. I always wondered what happened to those two grunts haha
@@Sexy_Nutella xd
I really want to know why they decided to make it so if you fall during that final part where you jump between them, you have to go through the whole thing again. In the original game, there was just a ladder to climb back up and try again. That one change honestly ruined this chapter for me, they made it so annoying and tedious.
I know what part you're talking about and yup I hate it as well.
I'm stuck on that part right now. I had to come watch a video to see what I was supposed to be doing, and as soon as I saw this I was like "oh, okay, so something I can't do. Cool." Been trying for like half an hour, and I just can't do it. This is the first chapter of this game that I've had to ask my husband to do for me, and it's really frustrating.
It's perfect
Nice video!!!!
I'm glad you like it!
Thanks !
Your videos are incredible!!!!
Ah, yes! The level where I was constantly wondering "Why am I still playing this game? I'm not a masochist! I'm not enjoying this! Why the hell am I still here? It's probably because I have high hopes that it might actually become good at some point!"
Apparently, the security guard at the beginning didn’t drop his gun in the mod release.
Oh man, I couldn't recall. It's been so long since I've played that version
@@Sexy_Nutella I rewatched a few vids, & turns out he does.
Mate I know this comment is a bit late but would you play steam version of the hazard course?
I will! I'm aiming to finish this playthrough first tho :)
Is there a shotgun at all in this chapter? After I lost it I didn't find another one until questionable ethics.
Nope. You get it in QE like you said
I don't know how you got past those three consecutive plungers, rounding the corner after the first two (13:39). I've tried repeatedly, and I cannot do it. I try clearing one, then pausing, but either the one behind me or the one in front of me always gets me.
I completed this (the original HL) when it came out. I don't know why I'm having trouble with this one. Maybe, it's being older with slower reflexes. I don't know. These are the parts of games I hate the most.
poggers
Honestly Residue Processing in the original Half-Life wasn’t too bad of a chapter, though I could understand being confused at all the backtracking and platforming. Here though, it feels like the level design has been changed for the worse, from the buggy crushers to doors no longer being openable. If RP in HL was a filler chapter, then this is even more so due to the linear progression. At leastin Half-Life you could enjoy the various ways all the areas you explore link up with each other.
How do i get these blood stained weapons when they hit enemies?
Type this into the console in-game, or add it to your autoexec file:
cl_mdldetailfx_enable 1
@@orionsred You're absolutely right, thanks for the correction!
Nice
Who signed off to have this level designed? They should've slapped them on the face and not on the back for this.
To be fair they followed HL1's design really closely (for better or worse).
why did they change on a rail and not this one
Gonna have to agree, this chapter could have used a revamp. I don't hate it by any means but I feel like there were a couple of missed opportunities.
9:02 I cannot get under this underwater door. In the video the water easily sweeps you under, but in my game it does not, it's like there is an invisible wall so you cannot swim under. How can I fix this?
Do you have the right timestamp? Do you mean the one at 10:13? The one at 9:02 you bypass by walking around it as shown, the one at 10:13 you need to crouch under the grinder
@@Sexy_Nutella crouching worked
👍👍👍👍👍👍👍👍👍👍
👍🤝👍
at 14:51 im pressing the button but nothing is happening... help?
You need to press and HOLD the use key on the red wheel until the platform is in position. The button on the left of the wheel will then flash green - this is the only instance you can press it.
@@Sexy_Nutella thanks
14:45 at this point i dint have the msg
How i get it?
In the video you can see where I find the SMG; it's in a corner that you need to backtrack to.
I hate residue processing, because lame and a frickin press.
The dumbest and most senseless part of the entire game. Almost quit and uninstalled the game in disgust. They earned a thumbs down for it.
Worst level ever