Difference between revisions of "Main Page"
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− | + | <div style="text-align:center"> Welcome! VCC Wiki is a wiki dedicated to documenting Valve's Cut Content across all of their titles. </div> | |
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In addition, visit the [[Editor's information|Editor's Information page]] for pointers on formatting, categorization, and other topics. Finally, glance at the [[Wiki Todo]] for page ideas.'' | In addition, visit the [[Editor's information|Editor's Information page]] for pointers on formatting, categorization, and other topics. Finally, glance at the [[Wiki Todo]] for page ideas.'' | ||
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− | < | + | |
− | <div style = " display: | + | <!-- All-box style configuration --> |
+ | <div style="display: flex; flex-wrap:wrap; justify-content:center; gap:10px; align-items:center;"> | ||
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<!-- THIS IS THE FEATURED ARTICLE BOX --> | <!-- THIS IS THE FEATURED ARTICLE BOX --> | ||
− | {| class="mainpageblock" style="margin:0 auto; float: left; text-align:center; width: | + | {| class="mainpageblock" style="margin:0 auto; float: left; text-align:center; flex-width:40%; flex-basis: 500px; flex-grow:1;" |
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− | ! class="titlebox" style=" color:white; height: 10px;" |<div><big style="font-size: | + | ! class="titlebox" style=" color:white; height: 10px;" |<div><big style="font-size:30px;">'''Featured Article''' - F-Stop</big> |
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− | + | [[File:Minnesota supercomputer center 1986.jpg|thumb|right]] | |
− | + | Shortly after the release of the Orange Box, Gabe Newell was concerned that Valve was focusing too much time on releasing games, and not on experimenting/innovation. To combat this, he thought up the 'Directed Design Experiments'. In essence, Valve would shut down development on games and let the employees do whatever they want. Valve would turn into a creative playground for four months, with no stress or pressure from developing full games. | |
− | + | One of these experiments was titled F-STOP; A project that made Gabe Newell think "Fuck yeah!" after seeing it. Valve were sure that this could be the mechanic for the next Portal game, thinking that Portal as a franchise would have a new mechanic each game, with a common link of Aperture Science experimentation. | |
− | + | This, of course, didn't pan out. | |
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− | + | After nearing a year of active development, Valve began to question everything. Playtesters thought the overall mechanic of the game was fun, but were confused at the fact they didn't have a Portal gun... in the sequel to Portal. In October to December of 2008, development of the game was completely rebooted, leading to the Portal 2 that released. | |
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− | + | [[F-STOP|<big>'''>> Continue Reading <<'''</big>]] | |
+ | |} | ||
− | + | <!-- INDEX BOX --> | |
− | + | {| class="mainpageblock" style="float: left; width: inherit; font-size: 100%; margin:0 auto; overflow-wrap: break-word; flex-basis:600px; flex-grow:1;" | |
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− | <!-- | ||
− | {| class="mainpageblock" style="float: left; width: | ||
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− | ! class="titlebox" style="color:white; height: 10px; | + | ! class="titlebox" style="color:white; height: 10px; font-size:30px;"| Index |
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+ | | | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- style="font-size:22px; overflow-wrap:wrap;" | ||
+ | ! [[:Category:Eras| Eras]] !! [[:Category:Weapons| Weapons]] !! [[:Category:Enemies| NPCs]] | ||
+ | |- | ||
+ | | | ||
+ | * [[Talk:Cameo_Era|Cameo Era]] | ||
+ | * [[Talk:Pre-Pitch_Era|Pre-Pitch Era]] | ||
+ | * [[Hyper_Era]] | ||
+ | <hr> | ||
+ | * [[F-STOP]] | ||
+ | <hr> | ||
+ | *[[Team Fortress 2 Invasion]] | ||
+ | | | ||
+ | *[[Heavy Machine Gun (HMG1)]] | ||
+ | *[[Iceaxe]] | ||
+ | *[[Jaytest]] | ||
+ | *[[MP5K (SMG1)]] | ||
+ | *[[MP7 (SMG2)]] | ||
+ | *[[XM29 OICW (AR2)]] | ||
+ | | | ||
+ | *[[Antlion (Evolution)]] | ||
+ | *[[Citizen (Evolution)]] | ||
+ | *[[Combine "Sniper" Elite]] | ||
+ | *[[Combine Soldier (Evolution)]] | ||
+ | *[[Gasmask Citizen]] | ||
+ | *[[Headcrab (Evolution)]] | ||
+ | *[[Mannequin]] | ||
+ | *[[Metropolice (Evolution)]] | ||
+ | *[[Odell]] | ||
+ | *[[TBot1]] | ||
+ | *[[Rollers]] | ||
+ | |- style="font-size:22px" | ||
+ | ! [[:Category:Leaks| Leaks & Releases]] !! [[:Category:Maps|Maps]] !! [[:Category:Development|Misc]] | ||
+ | |- | ||
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− | + | *[[Derek Jenson Portfolio]] | |
− | *[[ | + | *[[Ep2/Ep1 Mappack]] |
− | + | *[[Epistle 3]] | |
− | **[[Get Your Free TVs (Demo)]] | + | *[[Get Your Free TVs (Demo)]] |
− | **[[ | + | *[[Left 4 Dead Zero Asset Release]] |
− | + | *[[Proj3ct ZeRo Leaks]] | |
− | + | *[[Timeline of Leaks (Facepunch-Era)]] | |
− | + | | | |
− | + | *[[C1a3a_port_(WC)]] | |
− | + | | | |
− | + | *[[Blobulator]] | |
− | + | *[[Leak Age Identification Techniques]] | |
− | + | *[[Oasiz's Map Documentation]] | |
− | + | *[[Portal Alternate Map Names]] | |
− | + | *[[Reference Textures]] | |
− | + | *[[The 2003 Leak/FBI Logs]] | |
− | + | |} | |
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<!-- THIS IS THE CATEGORY BOX --> | <!-- THIS IS THE CATEGORY BOX --> | ||
{| class="mainpageblock" style="float: left; width: 600px; height:20%; margin:0 auto;" | {| class="mainpageblock" style="float: left; width: 600px; height:20%; margin:0 auto;" | ||
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− | ! class="titlebox" style="color:white; height: 10px;" |<div><big style="font-size: | + | ! class="titlebox" style="color:white; height: 10px;" |<div><big style="font-size:30px;">'''Categories'''</big> |
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− | ! class="titlebox" style="color:white; height: 10px;" |<div><big style="font-size: | + | ! class="titlebox" style="color:white; height: 10px;" |<div><big style="font-size:30px;">'''Did you know...'''</big> |
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[[Category:Browse]] | [[Category:Browse]] |
Revision as of 15:53, 4 August 2022
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Attention All Citizens. |
New editor? See Getting Started for solutions to common roadblocks and useful information. |
Featured Article - F-Stop
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Shortly after the release of the Orange Box, Gabe Newell was concerned that Valve was focusing too much time on releasing games, and not on experimenting/innovation. To combat this, he thought up the 'Directed Design Experiments'. In essence, Valve would shut down development on games and let the employees do whatever they want. Valve would turn into a creative playground for four months, with no stress or pressure from developing full games. One of these experiments was titled F-STOP; A project that made Gabe Newell think "Fuck yeah!" after seeing it. Valve were sure that this could be the mechanic for the next Portal game, thinking that Portal as a franchise would have a new mechanic each game, with a common link of Aperture Science experimentation. This, of course, didn't pan out. After nearing a year of active development, Valve began to question everything. Playtesters thought the overall mechanic of the game was fun, but were confused at the fact they didn't have a Portal gun... in the sequel to Portal. In October to December of 2008, development of the game was completely rebooted, leading to the Portal 2 that released. |
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Did you know...
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