Difference between revisions of "Episode One - Unused Visgroups/Citadel"

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(next map baybeeeee)
(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}}
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==ep1_citadel_02==
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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".

Citadel00choreodeleted 2.png
Citadel00choreodeleted.png

_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.

Citadel00randy temp floating details.png
Citadel00randy temp displacement rubble.png
Citadel00randy temp fire.png


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.

Citadel01 podroom start.png

_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

Citadel01 brushvortex.png

ep1_citadel_02

After a not very interesting first 2 maps, ep1_citadel_02 comes in with 17 unused visgroups!