Difference between revisions of "Half-Life 2 - Unused Visgroups/Citadel"
Hare Krishna (talk | contribs) |
m (Reverted edits by John Lennon (talk) to last revision by Uncanny) (Tag: Rollback) |
||
(4 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
− | + | __NOEDITSECTION__ | |
− | + | <div style="#toc ol li ol{ height: 0px;}"> <!-- hack to prevent formatting fuckery with the limited TOC --> | |
− | + | {{TOClimit|2}} | |
− | + | </div> | |
− | + | <!-- CITADEL 01 --> | |
− | + | ==d3_citadel_01== | |
− | + | Oddly, the visgroup named "cliff walls older" is the one that is actually in use. | |
− | + | ===cliff_walls bad=== | |
− | + | [[File:citadel_01_01.png|thumb|left|310px]]{{clear}} | |
− | + | A slightly different version of the cliffs outside of the citadel. | |
− | + | ===cliff walls new=== | |
− | + | [[File:citadel_01_02.png|thumb|left|310px]]{{clear}} | |
− | + | Another slightly different version of the cliffs outside of the citadel. | |
− | + | <gallery type="slideshow" widths="500" position="center"> | |
− | + | Citadel 01 02 cs 2a.png|Final | |
− | + | Citadel 01 02 cs 2b.png|"cliff_walls bad" | |
− | + | Citadel 01 02 cs 2c.png|"cliff walls new" | |
− | + | Citadel 01 02 cs 3a.png|Final | |
− | + | Citadel 01 02 3b.png|"cliff_walls bad" | |
− | + | Citadel 01 02 cs 3c.png|"cliff walls new" | |
− | + | </gallery> | |
− | + | ||
− | + | <!-- CITADEL 02 --> | |
− | + | ||
− | + | ==d3_citadel_02== | |
− | + | There are no unused visgroups. | |
− | + | ||
− | + | <!-- CITADEL 03 --> | |
− | + | ||
− | + | ==d3_citadel_03== | |
− | + | ===_combine monitors=== | |
− | + | <gallery position="left" widths="310" bordersize="none" hideaddbutton="true" spacing="small"> | |
− | + | citadel_03_01.png | |
− | + | citadel_03_01a.png | |
− | + | citadel_03_01b.png | |
− | + | </gallery> | |
− | + | Three breencast-style multilayered combine monitors. | |
− | + | ===_removed by art team=== | |
− | + | <gallery position="left" widths="310" bordersize="none" hideaddbutton="true" spacing="small"> | |
− | + | citadel_03_02.png | |
− | + | citadel_03_02a.png | |
− | + | </gallery> | |
− | + | Six removed lights entities, three of them <code>light_spot</code>s, the other three <code>light</code>s. | |
− | + | ||
− | + | <!-- CITADEL 04 --> | |
− | + | ||
− | + | ==d3_citadel_04== | |
− | + | ===_stasis room removed=== | |
− | + | [[File:citadel_04_01.png|thumb|left|310px]]{{clear}} | |
− | + | <i>This has been moved from its original position to make it clearer what this visgroup has.</i> | |
− | + | ||
− | + | A relatively simple brush-based room with no clear "stasis room" in sight. | |
− | + | ===_stasis debug spawn=== | |
− | + | [[File:citadel_04_02.png|thumb|left|310px]]{{clear}} | |
− | + | An advance spawn placed after the stasis room sequence, with the player having the super phys cannon. | |
− | + | ===_hidden temp lighting=== | |
− | + | [[File:citadel_04_03.png|thumb|left|310px]]{{clear}} | |
− | # | + | One <code>light</code> entity. |
− | + | ===art_pass=== | |
− | + | <gallery position="left" widths="310" bordersize="none" hideaddbutton="true" spacing="small"> | |
− | + | citadel_04_04.png | |
− | + | citadel_04_04a.png | |
− | . | + | </gallery> |
+ | An early version of the Combine elevator. Unlike the retail, it is circular, with a thick metal cross going through it; hazard stripes adorning the edges. | ||
+ | ===_jacobs ladder trap=== | ||
+ | [[File:citadel_04_05.png|thumb|left|310px]]{{clear}} | ||
+ | A trap meant to dissolve combine balls being thrown into it. | ||
+ | ===_pod ride hall=== | ||
+ | [[File:citadel_04_06.png|thumb|left|310px]]{{clear}} | ||
+ | A cut section of the map where, well, pods ride around. An overwhelming majority (the very few that aren't are devtextured and outside of the visible areas) of the brushes are nodrawed. It appears to have been removed when the level transition was pushed back to its current position. | ||
+ | ===_combine monitors=== | ||
+ | [[File:citadel_04_07.png|thumb|left|310px]]{{clear}} | ||
+ | Several monitors that use a breencast-like method for monitor placement. They were replaced with singular monitors. | ||
+ | ===_old stasis=== | ||
+ | [[File:citadel_04_08.png|thumb|left|310px]]{{clear}} | ||
+ | An unused laser wall for the middle display and two cylinders at both ends. | ||
+ | ===_panel lightglow=== | ||
+ | [[File:citadel_04_09.png|thumb|left|310px]]{{clear}} | ||
+ | Two <code>env_lightglow</code>s that are placed near white panels. | ||
+ | ===_monitor blue=== | ||
+ | [[File:citadel_04_10.png|thumb|left|310px]]{{clear}} | ||
+ | A single layer of <code>func_monitor</code> in the control room before the column room. They are part of "_combine monitors". | ||
+ | ===_strider room petal doors=== | ||
+ | [[File:citadel_04_11.png|thumb|left|310px]]{{clear}} | ||
+ | Two doors covering the exit from the strider room. | ||
+ | ===_perf troop reduction=== | ||
+ | <gallery position="left" widths="200" bordersize="none" hideaddbutton="true" spacing="small"> | ||
+ | citadel_04_12.png | ||
+ | citadel_04_12a.png | ||
+ | citadel_04_12b.png | ||
+ | </gallery> | ||
+ | Various combine soldiers removed from preexisting squads. | ||
+ | ===_03 transition=== | ||
+ | [[File:citadel_04_13.png|thumb|left|310px]]{{clear}} | ||
+ | An early version of the transition from d3_citadel_03. In comparison to the final, it has much simpler geometry, and is significantly less aggressively optimized. | ||
+ | <gallery type="slideshow" widths="500" position="center"> | ||
+ | Citadel 04 13 cs 1a.png|Final | ||
+ | Citadel 04 13 cs 1b.png|Early | ||
+ | Citadel 04 13 cs 2a.png|Final | ||
+ | Citadel 04 13 cs 2b.png|Early | ||
+ | Citadel 04 13 cs 3a.png|Final | ||
+ | Citadel 04 13 cs 3b.png|Early | ||
+ | </gallery> | ||
+ | |||
+ | <!-- CITADEL 05 --> | ||
+ | |||
+ | ==d3_citadel_05== | ||
+ | ===_gunship trigger=== | ||
+ | [[File:citadel_05_01.png|thumb|left|310px]]{{clear}} | ||
+ | An oddly placed <code>trigger_once</code> that tells the gunships to activate. | ||
+ | ===_stalker point_spotlight=== | ||
+ | [[File:citadel_05_02.png|thumb|left|310px]]{{clear}} | ||
+ | A <code>point_spotlight</code> and combine light <code>prop_static</code> placed well outside of the map. | ||
+ | ===_gunship hall lightglows=== | ||
+ | [[File:citadel_05_03.png|thumb|left|310px]]{{clear}} | ||
+ | A set of five lightglows placed at the end of the "cut synth" hall. | ||
+ | ===_gunship clips=== | ||
+ | [[File:citadel_05_04.png|thumb|left|310px]]{{clear}} | ||
+ | Two npc clip brushes placed in the left of the three openings at the end of the hall. | ||
+ | ===_gunship hall scanners=== | ||
+ | <gallery position="left" widths="310" bordersize="none" hideaddbutton="true" spacing="small"> | ||
+ | citadel_05_05.png | ||
+ | citadel_05_05a.png | ||
+ | </gallery> | ||
+ | Three scanners with nearby air nodes. Two of them are outside of the map and the third is nearly at the floor of the hall. | ||
+ | ===_gunship func_illus=== | ||
+ | [[File:citadel_05_06.png|thumb|left|310px]]{{clear}} | ||
+ | Three <code>func_illusionary</code> brushes with light textures. They seem to imply that the section of the map was rotated, since they align with the three openings at the end of the wall. | ||
+ | ===_ledge stalker=== | ||
+ | [[File:citadel_05_07.png|thumb|left|310px]]{{clear}} | ||
+ | A stalker, node, and <code>light_spot</code>. They are outside of the map. | ||
+ | ===_old 3d skybox=== | ||
+ | [[File:citadel_05_08a.png|thumb|left|310px]]{{clear}} | ||
+ | A skybox that is nearly twice the size of the current one. It also includes some clouds alongside the city view, though "NATURE/CLOUD001B" doesn't display. | ||
+ | ===_old gunship paths=== | ||
+ | [[File:citadel_05_09.png|thumb|left|310px]]{{clear}} | ||
+ | Two alternate paths for the two other gunships, coordinating with their respective openings. In retail, they simply reuse the middle gunship's path. | ||
+ | ===_04 beam=== | ||
+ | [[File:citadel_05_11.png|thumb|left|310px]]{{clear}} | ||
+ | An alternate <code>env_beam</code> entity. The HDR Color Scale is 1.0 instead of the final's 0.5. | ||
+ | ===_strider doors=== | ||
+ | [[File:citadel_05_10.png|thumb|left|310px]]{{clear}} | ||
+ | Doors for the strider room. Presumably, they were removed for performance. | ||
+ | ===_strider hall details=== | ||
+ | [[File:citadel_05_12.png|thumb|left|310px]]{{clear}} | ||
+ | Some various details in the strider hall. | ||
+ | ===_debug strider=== | ||
+ | [[File:citadel_05_13.png|thumb|left|310px]]{{clear}} | ||
+ | A strider in the "strider hall". It isn't clear what the debug is about. | ||
+ | ===_old field=== | ||
+ | [[File:citadel_05_14.png|thumb|left|310px]]{{clear}} | ||
+ | An alternate version of the "combine ball holder" at the beginning of the map. It is noticeably blockier than the final counterpart. | ||
+ | <gallery type="slideshow" widths="500" position="center"> | ||
+ | Citadel 05 14 compshot 1a.png|Final | ||
+ | Citadel 05 14 compshot 1b.png|Early | ||
+ | </gallery> | ||
+ | ===_field unneeded=== | ||
+ | [[File:Citadel_05_15.png|thumb|left|310px]]{{clear}} | ||
+ | A different set of "contained" entities. An env_citadel_energy_core | ||
+ | |||
+ | <!-- BREEN 01 --> | ||
+ | |||
+ | ==d3_breen_01== | ||
+ | ===_debug_exp=== | ||
+ | <gallery position="left" widths="260" bordersize="none" hideaddbutton="true" spacing="small"> | ||
+ | breen_01_01.png | ||
+ | breen_01_02.png | ||
+ | breen_01_03.png | ||
+ | </gallery> | ||
+ | A further-up playerstart, a <code>npc_alyx</code> within the control room, and Breen outside of the sphere, on the platform next to it. | ||
+ | ===_old lights=== | ||
+ | <gallery position="left" widths="310" bordersize="none" hideaddbutton="true" spacing="small"> | ||
+ | breen_01_04.png | ||
+ | breen_01_04a.png | ||
+ | </gallery> | ||
+ | Four combine light models with corresponding <code>light_spot</code>s. | ||
+ | ===_petal #3=== | ||
+ | [[File:Breen_01_05.png|thumb|left|310px]]{{clear}} | ||
+ | A third petal to the ending encounter. | ||
+ | ===_1&2shaft elevators=== | ||
+ | [[File:Breen_01_06.png|thumb|left|310px]]{{clear}} | ||
+ | Two shaft elevators, which switch between their current position and the <code>path_track</code>s above. Oddly, two brushes outside of the playable area are also placed in this visgroup. | ||
+ | ===_3dskybox smoke volumes=== | ||
+ | [[File:Breen_01_07.png|thumb|left|310px]]{{clear}} | ||
+ | Several scattered <code>env_smokestack</code>s placed around the skybox. They likely were to help add more activity to the view. | ||
+ | ===_vgui timer monitors=== | ||
+ | <gallery position="left" widths="260" bordersize="none" hideaddbutton="true" spacing="small"> | ||
+ | breen_01_08.png | ||
+ | breen_01_08a.png | ||
+ | breen_01_08b.png | ||
+ | </gallery> | ||
+ | Three monitor panels that allowed the player to see how long he had until Breen would win. | ||
+ | ===3 glowsprites=== | ||
+ | [[File:Breen_01_09.png|thumb|left|310px]]{{clear}} | ||
+ | Three <code>env_sprite</code> entities. | ||
+ | {{PNSections | ||
+ | |title=HL2 - Unused Visgroups | ||
+ | |before=[[Half-Life 2 - Unused_Visgroups/City 17|City 17]] | ||
+ | |after=None | ||
+ | }} | ||
+ | [[Category:Maps]] | ||
+ | [[Category:Unused Visgroups]] | ||
+ | [[Category:2016 Leaks]] | ||
+ | [[Category:Half-Life 2]] |
Latest revision as of 08:56, 8 October 2021
Contents
- 1 d3_citadel_01
- 2 d3_citadel_02
- 3 d3_citadel_03
- 4 d3_citadel_04
- 5 d3_citadel_05
- 5.1 _gunship trigger
- 5.2 _stalker point_spotlight
- 5.3 _gunship hall lightglows
- 5.4 _gunship clips
- 5.5 _gunship hall scanners
- 5.6 _gunship func_illus
- 5.7 _ledge stalker
- 5.8 _old 3d skybox
- 5.9 _old gunship paths
- 5.10 _04 beam
- 5.11 _strider doors
- 5.12 _strider hall details
- 5.13 _debug strider
- 5.14 _old field
- 5.15 _field unneeded
- 6 d3_breen_01
d3_citadel_01
Oddly, the visgroup named "cliff walls older" is the one that is actually in use.
cliff_walls bad
A slightly different version of the cliffs outside of the citadel.
cliff walls new
Another slightly different version of the cliffs outside of the citadel.
d3_citadel_02
There are no unused visgroups.
d3_citadel_03
_combine monitors
Three breencast-style multilayered combine monitors.
_removed by art team
Six removed lights entities, three of them light_spot
s, the other three light
s.
d3_citadel_04
_stasis room removed
This has been moved from its original position to make it clearer what this visgroup has.
A relatively simple brush-based room with no clear "stasis room" in sight.
_stasis debug spawn
An advance spawn placed after the stasis room sequence, with the player having the super phys cannon.
One light
entity.
art_pass
An early version of the Combine elevator. Unlike the retail, it is circular, with a thick metal cross going through it; hazard stripes adorning the edges.
_jacobs ladder trap
A trap meant to dissolve combine balls being thrown into it.
_pod ride hall
A cut section of the map where, well, pods ride around. An overwhelming majority (the very few that aren't are devtextured and outside of the visible areas) of the brushes are nodrawed. It appears to have been removed when the level transition was pushed back to its current position.
_combine monitors
Several monitors that use a breencast-like method for monitor placement. They were replaced with singular monitors.
_old stasis
An unused laser wall for the middle display and two cylinders at both ends.
_panel lightglow
Two env_lightglow
s that are placed near white panels.
_monitor blue
A single layer of func_monitor
in the control room before the column room. They are part of "_combine monitors".
_strider room petal doors
Two doors covering the exit from the strider room.
_perf troop reduction
Various combine soldiers removed from preexisting squads.
_03 transition
An early version of the transition from d3_citadel_03. In comparison to the final, it has much simpler geometry, and is significantly less aggressively optimized.
d3_citadel_05
_gunship trigger
An oddly placed trigger_once
that tells the gunships to activate.
_stalker point_spotlight
A point_spotlight
and combine light prop_static
placed well outside of the map.
_gunship hall lightglows
A set of five lightglows placed at the end of the "cut synth" hall.
_gunship clips
Two npc clip brushes placed in the left of the three openings at the end of the hall.
_gunship hall scanners
Three scanners with nearby air nodes. Two of them are outside of the map and the third is nearly at the floor of the hall.
_gunship func_illus
Three func_illusionary
brushes with light textures. They seem to imply that the section of the map was rotated, since they align with the three openings at the end of the wall.
_ledge stalker
A stalker, node, and light_spot
. They are outside of the map.
_old 3d skybox
A skybox that is nearly twice the size of the current one. It also includes some clouds alongside the city view, though "NATURE/CLOUD001B" doesn't display.
_old gunship paths
Two alternate paths for the two other gunships, coordinating with their respective openings. In retail, they simply reuse the middle gunship's path.
_04 beam
An alternate env_beam
entity. The HDR Color Scale is 1.0 instead of the final's 0.5.
_strider doors
Doors for the strider room. Presumably, they were removed for performance.
_strider hall details
Some various details in the strider hall.
_debug strider
A strider in the "strider hall". It isn't clear what the debug is about.
_old field
An alternate version of the "combine ball holder" at the beginning of the map. It is noticeably blockier than the final counterpart.
_field unneeded
A different set of "contained" entities. An env_citadel_energy_core
d3_breen_01
_debug_exp
A further-up playerstart, a npc_alyx
within the control room, and Breen outside of the sphere, on the platform next to it.
_old lights
Four combine light models with corresponding light_spot
s.
_petal #3
A third petal to the ending encounter.
_1&2shaft elevators
Two shaft elevators, which switch between their current position and the path_track
s above. Oddly, two brushes outside of the playable area are also placed in this visgroup.
_3dskybox smoke volumes
Several scattered env_smokestack
s placed around the skybox. They likely were to help add more activity to the view.
_vgui timer monitors
Three monitor panels that allowed the player to see how long he had until Breen would win.
3 glowsprites
Three env_sprite
entities.
Previous section: City 17 |
HL2 - Unused Visgroups | Next section: None |