Episode One - Unused Visgroups/Citadel: Difference between revisions
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==ep1_citadel_02== | ==ep1_citadel_02== | ||
After a not very interesting first 2 maps, ep1_citadel_02 comes in with 17 unused visgroups! | After a not very interesting first 2 maps, ep1_citadel_02 comes in with 17 unused visgroups! This map is notable for the bridge puzzle. | ||
===bridge_lights=== | |||
Various combine lights scattered around the bridge room | |||
===_old_sounds=== | |||
Ambient_generics next to the energy beams at the bottom of the bridge room. | |||
[[File:Citadel02_old_sound.png|thumb|left|220px]]{{clear}} | |||
===_artpass=== | |||
Contains a removed light above the area Alyx unlocks right before the level transition. Curiously enough, there is a hint_node entity left behind in the map | |||
[[File:Citadel02_artpass.png|thumb|left|220px]]{{clear}} | |||
===_railings=== | |||
Railings near the end of the map | |||
===_fog_skybox=== | |||
Scrapped 3d skybox containing a box of missing textures. | |||
===_generic_actor=== | |||
A generic_actor entity called "dropshit_target" which was going to be parented to the dropship near the end. | |||
ill finish thisl ater i dont have the energy <br> | |||
_art_pass_removedlights | |||
_2nddestroyedpanel | |||
breaking_bridge | |||
_stalkers | |||
_old_transitionspace | |||
_glass | |||
_badlips | |||
_perf_pass1 | |||
_old_transition | |||
_art removals | |||
_old_nodes |
Revision as of 19:27, 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! This map is notable for the bridge puzzle.
bridge_lights
Various combine lights scattered around the bridge room
_old_sounds
Ambient_generics next to the energy beams at the bottom of the bridge room.
_artpass
Contains a removed light above the area Alyx unlocks right before the level transition. Curiously enough, there is a hint_node entity left behind in the map
_railings
Railings near the end of the map
_fog_skybox
Scrapped 3d skybox containing a box of missing textures.
_generic_actor
A generic_actor entity called "dropshit_target" which was going to be parented to the dropship near the end.
ill finish thisl ater i dont have the energy
_art_pass_removedlights
_2nddestroyedpanel
breaking_bridge
_stalkers
_old_transitionspace
_glass
_badlips
_perf_pass1
_old_transition
_art removals
_old_nodes