Episode One - Unused Visgroups/Citadel: Difference between revisions
Frying1Pans (talk | contribs) (next map baybeeeee) |
Frying1Pans (talk | contribs) (summary for citadel_02, this will take me quite a while to fully make) |
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The annoying bridge setpiece near the end of the game originally had a <code>func_rotating</code> entity named "<code>rot_spinners</code>" instead of the particle system used in the final game. The <code>func_rotating</code> entity includes the missing texture <code>models/props_combine/stasisshield_sheet_dx7</code> | The annoying bridge setpiece near the end of the game originally had a <code>func_rotating</code> entity named "<code>rot_spinners</code>" instead of the particle system used in the final game. The <code>func_rotating</code> entity includes the missing texture <code>models/props_combine/stasisshield_sheet_dx7</code> | ||
[[File:Citadel01_brushvortex.png|thumb|left|220px]]{{clear}} | [[File:Citadel01_brushvortex.png|thumb|left|220px]]{{clear}} | ||
==ep1_citadel_02== | |||
After a not very interesting first 2 maps, ep1_citadel_02 comes in with 17 unused visgroups! |
Revision as of 18:59, 20 January 2021
ep1_citadel_00
The first map in Episode One's campaign which contains the car throw scene. There are two unused visgroups here, _choreo_deleted and _randy_temp
_choreo_deleted
Hidden inside the rubble next to where Dog throws you across the gap is a func_brush
entity named "pclip_boulder
", 3 scripted sequences named "SS_dog_clearpath_1
", and an npc_furniture
entity using the missing model "ghostanim_dogscrap
".
_randy_temp
This visgroup contains multiple removed details, such as an extra fire in the starting area, rubble made from displacements overlapping modeled rubble in the final game, and rubble models floating far out of the playable space.
ep1_citadel_01
The second map in ep1, contains the Citadel vista, the Advisor scene, and the bridge vortex. Like the previous map there are two unused visgroups, _podroom_startents and _brushvortex
_podroom_startents
Entities for the player (and Alyx!) to spawn just outside of the Advisor pod scene.
_brushvortex
The annoying bridge setpiece near the end of the game originally had a func_rotating
entity named "rot_spinners
" instead of the particle system used in the final game. The func_rotating
entity includes the missing texture models/props_combine/stasisshield_sheet_dx7
ep1_citadel_02
After a not very interesting first 2 maps, ep1_citadel_02 comes in with 17 unused visgroups!