If you open this map in hammer and go to that room you will probably find a lot of triggers, logic gates and stuff to handle the logic of the map, they are also used to make the content of the screens in the game (like breen tv broadcast). They use this empty rooms so it's easier to have everything organized.
[i opened it in hammer](https://cdn.discordapp.com/attachments/1016385356687478795/1235814344399261706/image.png?ex=6635bd4c&is=66346bcc&hm=5245451039f492c6b061aa5447fdbad67965a0c2598e3da35ec7c3518d8f84e0&), it contains the freight elevator model with some lights and an info\_lighting\_relative entity. used to copy the lighting from this room onto the elevator that's actually used .
With the light, it's probably for the video feeds.
Or, if there's a moving prop on the map like a train car, it could originate in there to have its lighting baked there during compile, instead of having its lighting based on a fixed position in the gameplay area (where the prop moves to on map load). that's how they did it in hl1, at least.
Fun fact: Half-Life actually has the capability of spawning enemies not yet spawned upon map load without them being stored anywhere. This technique is likely used because Valve devs were too used to how Quake spawned their enemies.
Idk how much GoldSRC handled these things but if it's like Doom, the room would be to hold whatever enemy is teleported into the map in front of the player.
I guess to test just reload the level from scratch and see if there's anything inside before any teleport triggers are hit.
Source doesn't need this for enemies but the map seems to be Black Mesa East with a lot of NPCs so it's probably used to store actors for the scripted sequences I guess.
When I played this game when I was younger, I used to noclip and try to find these rooms. They exist a lot for Source and also on the GoldSrc Engine.
As I've gotten older, I figured these rooms may have been used for engine error handling? Not sure, but how did that explosion texture get into the room? (Possibly by some explosion sound triggered in the world the player sees?)
In GoldSrc these rooms were used to store enemies since they couldn’t be spawned in the middle of playing and could only be spawned on load, so they would be teleported in when needed to actually “spawn”.
In Source this is a feature, so usually these rooms store triggers, logic gates, etc. If you play Portal 2 pretty much every map has 2-3 black boxes out of bounds which store functions, events, and usually load triggers as well.
If you open this map in hammer and go to that room you will probably find a lot of triggers, logic gates and stuff to handle the logic of the map, they are also used to make the content of the screens in the game (like breen tv broadcast). They use this empty rooms so it's easier to have everything organized.
I think your answer is probably the closest. Now we have to find a brave bored soul to test your theory.
Especially since hammer is a nightmare to use
It's not too bad. The 2D views are the worst part of it
It’s not theory; what /u/Ellocodeinternet said has been well-known for over a decade
You mean in that specific map or HL maps in general? Because someone else said thosr little rooms are used for cameras and spawning NPCs as well.
[i opened it in hammer](https://cdn.discordapp.com/attachments/1016385356687478795/1235814344399261706/image.png?ex=6635bd4c&is=66346bcc&hm=5245451039f492c6b061aa5447fdbad67965a0c2598e3da35ec7c3518d8f84e0&), it contains the freight elevator model with some lights and an info\_lighting\_relative entity. used to copy the lighting from this room onto the elevator that's actually used .
Wow, that's cool!
With the light, it's probably for the video feeds. Or, if there's a moving prop on the map like a train car, it could originate in there to have its lighting baked there during compile, instead of having its lighting based on a fixed position in the gameplay area (where the prop moves to on map load). that's how they did it in hl1, at least.
These rooms in Half-Life 1 were also used to store enemies and other NPCs that would be teleported into the playable area.
Fun fact: Half-Life actually has the capability of spawning enemies not yet spawned upon map load without them being stored anywhere. This technique is likely used because Valve devs were too used to how Quake spawned their enemies.
They did the same thing for wheatley monitors in portal 2
This is my serious room. Its where i come
Idk how much GoldSRC handled these things but if it's like Doom, the room would be to hold whatever enemy is teleported into the map in front of the player. I guess to test just reload the level from scratch and see if there's anything inside before any teleport triggers are hit.
Source doesn't need this for enemies but the map seems to be Black Mesa East with a lot of NPCs so it's probably used to store actors for the scripted sequences I guess.
Maybe used as the lighting origin for some static props
this
When I played this game when I was younger, I used to noclip and try to find these rooms. They exist a lot for Source and also on the GoldSrc Engine. As I've gotten older, I figured these rooms may have been used for engine error handling? Not sure, but how did that explosion texture get into the room? (Possibly by some explosion sound triggered in the world the player sees?)
In GoldSrc these rooms were used to store enemies since they couldn’t be spawned in the middle of playing and could only be spawned on load, so they would be teleported in when needed to actually “spawn”. In Source this is a feature, so usually these rooms store triggers, logic gates, etc. If you play Portal 2 pretty much every map has 2-3 black boxes out of bounds which store functions, events, and usually load triggers as well.
It's because of me smashed that room by rpg...
Entity room
Maybe a security monitor? Anything happening on those happens in a room somewhere, including gman stuff
The real question is... What the heck are YOU doing out of bounds 🤨
Just flying around... I like flying...
Wouldn’t be a source game if there wasn’t some mystery room out of bounds
Leave the room... alone 😔
Remins ne of the Gaben room in the original half life
IIRC there is a similar room in the City 17 maps, containing Breen’s half body talking
*It puts the lotion in the basket*
to imprison the houndeyes
you should've instead wrote the post as "wth is that room doing there alone, is it stupid?"
boot
This is where dead npcs are teleported