Difference between revisions of "Half-Life 2 - Unused Visgroups/Canals"

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披头士乐队(英語:The Beatles)是1960年在利物浦组建的一支英国摇滚乐队,在华语地区亦称为“甲壳虫乐队”[3]、“披头四乐队”等。乐队成員為约翰·列侬、保羅·麥卡尼、喬治·哈里森和林戈·斯塔尔。他们被广泛承认为史上最伟大、最有影响力的摇滚乐队[4]。根植于噪音爵士乐和50年代摇滚,披头士探索了各种音乐类型,从流行谣曲到迷幻搖滾,经常创新地运用经典元素。1960年代早期,他们的极度流行产生了披头士狂热(Beatlemania)现象。随着日后创作的成熟,他们被视为当时反文化运动理想的化身。
+
__NOEDITSECTION__
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<div style="#toc ol li ol{ height: 0px;}"> <!-- hack to prevent formatting fuckery with the limited TOC -->
 +
{{TOClimit|2}}
 +
</div>
  
从1960年起的之后三年间,披头士在利物浦和汉堡的俱乐部中演出,逐渐积累了声望。乐队经理人布萊恩·愛普斯坦把他们打磨成职业乐队,制作人乔治·马丁激发了他们音乐上的潜能。在1962年末发行第一首打榜歌《Love Me Do》后,披头士走红英国。后一年,随着披头士狂热在英国的蔓延,他们取得了“Fab Four”的昵称。到1964年初,披头士已征服美国流行乐市场,成为国际巨星,引领了英伦入侵潮流。1965年后,披头士制作了一系列革新而影响深远的专辑,包括《Rubber Soul》(1965)、《Revolver》(1966)、《Sgt. Pepper's Lonely Hearts Club Band》(1967)、《The Beatles (White Album)》(1968)以及《Abbey Road》(1969)。乐评界认为它们是披头士最好的作品。1970年披头士解散,之后乐队成员都有各自成功的单飞生涯。列侬于1980年12月遭枪击遇害,哈里森于2001年11月因肺癌病逝。剩余的成员麦卡特尼和斯塔尔如今依旧活跃在乐坛。麥卡尼亦有各成员中最成功的单飞事业,是全球最有钱的音乐人之一。
+
The canals are off to a slow start with the first few maps, but they make up for it later on.
 +
==d1_canals_01==
 +
Nothing significant.
  
根据美國唱片業協會统计,披头士是美国史上销售量最高的乐队,共售出1.83亿张唱片。他们是英国排行榜上冠军专辑最多,也是英国单曲销量第一的乐队。2008年,披头士在《公告牌》的“史上最成功音乐人Hot 100”榜单上登顶;2014年,他们以20首冠军单曲在《公告牌》“最多冠军单曲”榜单上排名第一。他们拥有10座格萊美獎,1座奥斯卡最佳原创配乐奖以及15座艾弗·诺韦洛奖。乐队作为一个整体入选了《时代》杂志的“时代100人:本世纪最重要的人物”名单。披头士是史上最畅销的乐队,全球总销售量估算为6亿到10亿间[5][6]。2004年,《滾石雜誌》把披头士列为歷史上最伟大的艺人。
+
==d1_canals_01a==
 +
Nothing significant.
 +
 
 +
==d1_canals_02==
 +
There are no user-defined visgroups.
 +
 
 +
==d1_canals_03==
 +
Nothing significant.
 +
 
 +
==d1_canals_05==
 +
After a significant period of trimmed maps, d1_canals_05 resumes the habit of leaving random bits behind, now conveniently placed into one group.
 +
===_panels===
 +
[[File:Canals_07_01.png|thumb|left|310px]]{{clear}}
 +
Four panels floating in the air. They likely were template brushes used while constructing the shantytown below.
 +
===_headcrabbing 1===
 +
[[File:Canals_05_02.png|thumb|left|310px]]{{clear}}
 +
A cut sequence involved in the shelling of this area.
 +
===_canister sound targets===
 +
[[File:Canals_05_03.png|thumb|left|310px]]{{clear}}
 +
Several <code>info_target</code> entities scattared across the refugee camp.
 +
===_button hudhint===
 +
[[File:Canals_05_04.png|thumb|left|310px]]{{clear}}
 +
<gallery position="left" widths="120" bordersize="none" hideaddbutton="true" spacing="small">
 +
Canals_05_04a.png
 +
</gallery>
 +
An <code>env_hudhint</code> entity. It tells the player about a "MomentaryButton".
 +
===Ammo AI post idle===
 +
[[File:Canals_05_05.png|thumb|left|310px]]{{clear}}
 +
<gallery position="left" widths="120" bordersize="none" hideaddbutton="true" spacing="small">
 +
canals_05_05a.png
 +
</gallery>
 +
An additional <code>logic_choreographed_scene</code> entity.
 +
===Trivia===
 +
*The unused visgroups are all subgroups of "unused".
 +
 
 +
==d1_canals_06==
 +
===_unrotated model pipes===
 +
[[File:CANALS_06_01.png|thumb|left|310px]]{{clear}}
 +
An unrotated version of the nearby model pipe.
 +
===_second zombie cave===
 +
[[File:CANALS_06_02.png|thumb|left|310px]]{{clear}}
 +
<gallery position="left" widths="120" bordersize="none" hideaddbutton="true" spacing="small">
 +
CANALS_06_02a.png
 +
CANALS_06_02b.png
 +
CANALS_06_02bcpng.png
 +
</gallery>
 +
An entire cut section of the map. Unlike the name implies, however, it does not feature any zombies to fight. Considering the size of its entrance and the compatibility with the nearby player-travellable pipe, this was most likely the way that the cave would be accessed.
 +
===_brush_pipe===
 +
[[File:Canals_06_03.png|thumb|left|310px]]{{clear}}
 +
A brush-based version of the previously-mentioned model pipe.
 +
===_Tunnel Occluders===
 +
[[File:Canals_06_04.png|thumb|left|310px]]{{clear}}
 +
Several occluders.
 +
 
 +
===Trivia===
 +
*The unused visgroups are all subgroups of "Unused".
 +
*There is no "first zombie cave" visgroup mentioned.
 +
 
 +
==d1_canals_07==
 +
===_old blockade door===
 +
[[File:Canals_07_ohone.png|thumb|left|310px]]{{clear}}
 +
An unused <code>prop_door_rotating</code>, which was replaced by another. The differences between the two is that the unused version has the targetname "door_room5_blockade", alongside a few inputs, while the final has neither of those.
 +
===_dropship cop standoff===
 +
[[File:Canals_07_02.png|thumb|left|310px]]{{clear}}
 +
[[File:Canals_07_02a.png|thumb|left|120px]]{{clear}}
 +
A <code>ai_goal_standoff</code> entity.
 +
===_grenade_puzzle===
 +
[[File:Canals_07_03.png|thumb|left|310px]]{{clear}}
 +
A cut sequence, involving a table set against the door. Judging by the surroundings, the player was to throw a grenade in in order to detonate the explosive barrel and move the table away from the door.
 +
===_gate stairs===
 +
[[File:Canals_07_04.png|thumb|left|310px]]{{clear}}
 +
Several nodes, and a set of stairs. Possibly unused because that set of stairs appears reachable by the player, while it is supposed to be merely a part of the scenery.
 +
===_old transition===
 +
[[File:Canals_07_05.png|thumb|left|310px]]{{clear}}
 +
An early version of the transition from d1_canals_07 to d1_canals_08. Among the differences are a set of brush-based "speed bumps", a overall lower height, and an earlier placement of the level transition trigger.
 +
<gallery type="slideshow" widths="500" position="center">
 +
canals_07_05_compshot2a.png|Final version
 +
canals_07_05_compshot2b.png|Old version
 +
canals_07_05_compshot3a.png|Final version
 +
canals_07_05_compshot3b.png|Old version
 +
canals_07_05_compshot4a.png|Final version
 +
canals_07_05_compshot4b.png|Old version
 +
canals_07_05_compshot5a.png|Final version
 +
canals_07_05_compshot5b.png|Old version
 +
</gallery>
 +
===_Old manhack script===
 +
[[File:Canals_07_06.png|thumb|left|310px]]{{clear}}
 +
Four <code>scripted_sequence</code> entities. They were used to play the "wake up" animation of the manhacks, while in the final version they do this unassisted.
 +
===_shoot shelf seq===
 +
<gallery>
 +
File:canals_07_07.png
 +
File:canals_07_07_new.png
 +
File:canals_07_07_new2.png
 +
</gallery>
 +
A cut sequence, where once the player rounds the corner, the cops (selected) attempt to shoot down the platform onto his head. The cops intended for this still remain, but the scripting to make them do it does not.
 +
===_01a tank===
 +
[[File:Canals_07_08.png|thumb|left|310px]]{{clear}}
 +
A slightly different version of the emplacement metrocop.
 +
===_old_env_fire_field===
 +
[[File:Canals_07_09.png|thumb|left|310px]]{{clear}}
 +
A fire field. The difference between the final version comes in on how it is done - in this version, it is with several <code>env_fire</code> entities. In the final version, it is done with an <code>info_particle_system</code> and several <code>info_target</code>s.
 +
===Trivia===
 +
*This map partially breaks from the habit of placing every unused visgroup within a single visgroup, with the last three being outside of it.
 +
 
 +
==d1_canals_08==
 +
===_water debris===
 +
[[File:Canals_08_01.png|thumb|left|310px]]{{clear}}
 +
Several brush-based barges and miscellaneous debris props. The barges reference a missing texture present in the Leak - metalhull003b.
 +
 
 +
Similar barges also appear in the Leak's d1_canals_end, and were likely copied from that map.
 +
===_large pier===
 +
[[File:Canals_08_02.png|thumb|left|310px]]{{clear}}
 +
A larger version of the final pier, with numerous overlapping elements.
 +
===_debug ents===
 +
[[File:Canals_08_03.png|thumb|left|310px]]{{clear}}
 +
An "advance spawn" for the player, presumably for testing purposes.
 +
===_warehouse details===
 +
[[File:Canals_08_04.png|thumb|left|310px]]{{clear}}
 +
A hoisted-up stairwell.
 +
===_barge===
 +
[[File:Canals_08_05.png|thumb|left|310px]]{{clear}}
 +
A barge identical to the ones appearing in "_water debris", but alone.
 +
===_far pier cop===
 +
[[File:Canals_08_06.png|thumb|left|310px]]{{clear}}
 +
A sequence where a metrocop goes to the nearby dock. A fair amount of overlapping brushwork is included.
 +
===_extra nodes===
 +
[[File:Canals_08_07.png|thumb|left|310px]]{{clear}}
 +
Five unused nodes.
 +
===_lambda cache fences===
 +
[[File:Canals_08_08.png|thumb|left|310px]]{{clear}}
 +
Six fences, with occasional debris, placed above the playable area.
 +
===Trivia===
 +
*This map resumes the habit of keeping all of the unused visgroups as subgroups of one visgroup, with eight being contained in total.
 +
 
 +
==d1_canals_09==
 +
===_09-10 trans===
 +
[[File:Canals_09_01.png|thumb|left|310px]]{{clear}}
 +
An early version of the transition between d1_canals_09 and d1_canals_10. It is exclusively brush-based, with the sludge ending shortly after the entrance.
 +
<gallery type="slideshow" widths="500" position="center">
 +
canals_09_01_compshot1a.png|Final version
 +
canals_09_01_compshot1b.png|Old version
 +
canals_09_01_compshot2a.png|Final version
 +
canals_09_01_compshot2b.png|Old version
 +
canals_09_01_compshot3a.png|Final version
 +
canals_09_01_compshot3b.png|Old version
 +
</gallery>
 +
===_1 object===
 +
[[File:Canals_09_02.png|thumb|left|310px]]{{clear}}
 +
The arch used by 09-10 trans.
 +
===_Poles===
 +
[[File:Canals_09_03.png|thumb|left|310px]]{{clear}}
 +
Four sets of three lightpoles atop a bridge the player passes by.
 +
===trigger===
 +
[[File:Canals_09_04.png|thumb|left|310px]]{{clear}}
 +
A func_vehicleclip placed on the wall. Despite this being hidden, there is one on the adjacent wall that was not removed.
 +
===Trivia===
 +
*This is the first map in the d1_canals series to completely lack a parent visgroup solely for removed visgroups.
 +
 
 +
==d1_canals_10==
 +
===_old transition===
 +
[[File:CANALS_10_2.png|thumb|left|310px]]{{clear}}
 +
An early and far less detailed transition from d1_canals_10 to d1_canals_11. In addition to other differences, it lacks the "destroyed pipe" section, and is much smaller. Some bridge models are also included, seemingly by accident.
 +
<gallery type="slideshow" widths="500" position="center">
 +
canals_10_2_compshot_1a.png|Final version
 +
canals_10_2_compshot_1b.png|Old version
 +
canals_10_2_compshot_2b.png|Final version
 +
canals_10_2_compshot_2a.png|Old version
 +
canals_10_2_newtrans_1.png|Final version
 +
canals_10_oldtrans_1.png|Old version
 +
canals_10_2_newtrans_2.png|Final version
 +
canals_10_oldtrans_2.png|Old version
 +
</gallery>
 +
===_old mega jump poles===
 +
<gallery position="left" widths="180" bordersize="none" hideaddbutton="true" spacing="small">
 +
canals_10_1a.png|Outside terrain
 +
canals_10_1b.png|Inside terrain
 +
Canals_10_1c.png|Wireframe
 +
</gallery>
 +
Four models that were replaced by other props. They do not appear correctly, as they refer to a since-removed prop: "dock_bumper01d.mdl".
 +
===Trivia===
 +
*d1_canals_10 has the smallest number of "Unused"-grouped visgroups, clocking in at only two.
 +
 
 +
==d1_canals_11==
 +
===_old exit tunnel===
 +
[[File:canals_11_01.png|thumb|left|310px]]{{clear}}
 +
An early version of the transition tunnel to d1_canals_12. Unlike with the others, the player never enters it as the level transition takes place before it is entered.
 +
<gallery type="slideshow" widths="500" position="center">
 +
canals_11_01_compshot1a.png
 +
canals_11_01_compshot1b.png
 +
canals_11_01_compshot2a.png
 +
canals_11_01_compshot2b.png
 +
canals_11_01_compshot3a.png
 +
canals_11_01_compshot3b.png
 +
</gallery>
 +
===_exit tunnel railings===
 +
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 +
canals 11 02.png
 +
canals 11 02a.png
 +
</gallery>
 +
A large number of railings on the exit tunnel. The final two towards the exit are kept, however.
 +
===_breakable piers===
 +
<gallery position="left" widths="260" bordersize="none" hideaddbutton="true" spacing="small">
 +
canals 11 03.png
 +
canals 11 03a.png
 +
</gallery>
 +
Two brush-based piers that are able to be broken. Strangely, the supports reference "MODELS/PROPS_DOCKS/DOCK01A" as their texture, which fails to display.
 +
===_breakable bridge===
 +
[[File:canals 11 04.png|thumb|left|310px]]{{clear}}
 +
An alternate, breakable bridge over the exit tunnel. Some additional explosive barrels are included as well.
 +
===_gun cave template===
 +
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 +
canals_11_05.png
 +
canals_11_05a.png
 +
</gallery>
 +
A point_template entity to spawn in several NPCs, and the trigger to activate said point_template.
 +
===_old cave pipes===
 +
[[File:canals_11_06.png|thumb|left|310px]]{{clear}}
 +
An earlier version of the tunnel's geometry, which differs in some ways including positioning.
 +
<gallery type="slideshow" widths="500" position="center">
 +
canals_11_06_compshot2a.png|Final version
 +
canals_11_06_compshot2b.png|Old version
 +
canals_11_06_compshot3b.png|Final version
 +
canals_11_06_compshot3a.png|Old version
 +
canals_11_06_compshot4a.png|Final version
 +
canals_11_06_compshot4b.png|Old version
 +
</gallery>
 +
===_exit perf pass===
 +
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 +
canals_11_07.png
 +
canals_11_07B.png
 +
</gallery>
 +
A visgroup containing several props, assault-related entities, and metropolice.
 +
===_ambush perf pass===
 +
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 +
canals_11_08.png
 +
canals_11_08a.png
 +
</gallery>
 +
Again, contains several props, and a few metropolice alongside their assault entities.
 +
===_old zombie===
 +
[[File:canals_11_09.png|thumb|left|310px]]{{clear}}
 +
A slightly different version of the zombie encounter early on in the level. It overlaps with another version, and uses the same zombie as it.
 +
 
 +
==d1_canals_12==
 +
===_apc drop===
 +
[[File:canals_12_01.png|thumb|left|310px]]{{clear}}
 +
An elevated, brush-based platform.
 +
===_canal pipe===
 +
[[File:canals_12_02.png|thumb|left|310px]]{{clear}}
 +
A pipe with a few embedded cubemaps. Curiously, a longer version of this pipe appears in two pre-release screenshots.
 +
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true">
 +
Canals_12_longpipes1.jpg
 +
Canals 12 longpipes2.png
 +
</gallery>
 +
===_extra tires===
 +
[[File:canals_12_03.png|thumb|left|310px]]{{clear}}
 +
Three tires, in addition to the ones already present.
 +
===_old 12 trig===
 +
[[File:canals_12_04.png|thumb|left|310px]]{{clear}}
 +
An old level transition trigger. The final one is slightly later, to the left.
 +
 
 +
==d1_canals_13==
 +
===_dam jump/wreck===
 +
[[File:canals_13_01.png|thumb|left|310px]]{{clear}}
 +
A large trigger that dismounts the player from the airboat.
 +
===_old light fixtures===
 +
[[File:canals_13_02.png|thumb|left|310px]]{{clear}}
 +
Several light fixtures. All but one use the nonexistent model "models/props_c17/lamp_standard_on01.mdl", and separate <code>light_spot</code>s.
 +
===_12 trans===
 +
[[File:canals_13_03.png|thumb|left|310px]]{{clear}}
 +
An early version of the transition to 12, with only slight differences between it and the final version.
 +
<gallery type="slideshow" widths="500" position="center">
 +
canals_13_03_cs_1a.png|Old version
 +
canals_11_03_cs_1b.png|Final version
 +
Canals_13_03_cs_2a.png|Old version
 +
canals_13_03_cs_2b.png|Final version
 +
CANALS_13_03_cs_3a.png|Old version
 +
canals_13_03_cs_3b.png|Final version
 +
</gallery>
 +
===_old 12 trig===
 +
[[File:canals_13_04.png|thumb|left|310px]]{{clear}}
 +
A trigger that goes back to d1_canals_12. Identical to _12 trans's version.
 +
 
 +
{{PNSections
 +
|title=HL2 - Unused Visgroups
 +
|before=[[Half-Life 2 - Unused_Visgroups/Trainstation|Trainstation]]
 +
|after=[[Half-Life 2 - Unused_Visgroups/Black_Mesa_East-Ravenholm|Black Mesa East, Ravenholm]]
 +
}}
 +
[[Category:Maps]]
 +
[[Category:Unused Visgroups]]
 +
[[Category:2016 Leaks]]
 +
[[Category:Half-Life 2]]

Revision as of 06:33, 19 June 2020

The canals are off to a slow start with the first few maps, but they make up for it later on.

d1_canals_01

Nothing significant.

d1_canals_01a

Nothing significant.

d1_canals_02

There are no user-defined visgroups.

d1_canals_03

Nothing significant.

d1_canals_05

After a significant period of trimmed maps, d1_canals_05 resumes the habit of leaving random bits behind, now conveniently placed into one group.

_panels

Canals 07 01.png

Four panels floating in the air. They likely were template brushes used while constructing the shantytown below.

_headcrabbing 1

Canals 05 02.png

A cut sequence involved in the shelling of this area.

_canister sound targets

Canals 05 03.png

Several info_target entities scattared across the refugee camp.

_button hudhint

Canals 05 04.png

An env_hudhint entity. It tells the player about a "MomentaryButton".

Ammo AI post idle

Canals 05 05.png

An additional logic_choreographed_scene entity.

Trivia

  • The unused visgroups are all subgroups of "unused".

d1_canals_06

_unrotated model pipes

CANALS 06 01.png

An unrotated version of the nearby model pipe.

_second zombie cave

CANALS 06 02.png

An entire cut section of the map. Unlike the name implies, however, it does not feature any zombies to fight. Considering the size of its entrance and the compatibility with the nearby player-travellable pipe, this was most likely the way that the cave would be accessed.

_brush_pipe

Canals 06 03.png

A brush-based version of the previously-mentioned model pipe.

_Tunnel Occluders

Canals 06 04.png

Several occluders.

Trivia

  • The unused visgroups are all subgroups of "Unused".
  • There is no "first zombie cave" visgroup mentioned.

d1_canals_07

_old blockade door

Canals 07 ohone.png

An unused prop_door_rotating, which was replaced by another. The differences between the two is that the unused version has the targetname "door_room5_blockade", alongside a few inputs, while the final has neither of those.

_dropship cop standoff

Canals 07 02.png
Canals 07 02a.png

A ai_goal_standoff entity.

_grenade_puzzle

Canals 07 03.png

A cut sequence, involving a table set against the door. Judging by the surroundings, the player was to throw a grenade in in order to detonate the explosive barrel and move the table away from the door.

_gate stairs

Canals 07 04.png

Several nodes, and a set of stairs. Possibly unused because that set of stairs appears reachable by the player, while it is supposed to be merely a part of the scenery.

_old transition

Canals 07 05.png

An early version of the transition from d1_canals_07 to d1_canals_08. Among the differences are a set of brush-based "speed bumps", a overall lower height, and an earlier placement of the level transition trigger.

_Old manhack script

Canals 07 06.png

Four scripted_sequence entities. They were used to play the "wake up" animation of the manhacks, while in the final version they do this unassisted.

_shoot shelf seq

A cut sequence, where once the player rounds the corner, the cops (selected) attempt to shoot down the platform onto his head. The cops intended for this still remain, but the scripting to make them do it does not.

_01a tank

Canals 07 08.png

A slightly different version of the emplacement metrocop.

_old_env_fire_field

Canals 07 09.png

A fire field. The difference between the final version comes in on how it is done - in this version, it is with several env_fire entities. In the final version, it is done with an info_particle_system and several info_targets.

Trivia

  • This map partially breaks from the habit of placing every unused visgroup within a single visgroup, with the last three being outside of it.

d1_canals_08

_water debris

Canals 08 01.png

Several brush-based barges and miscellaneous debris props. The barges reference a missing texture present in the Leak - metalhull003b.

Similar barges also appear in the Leak's d1_canals_end, and were likely copied from that map.

_large pier

Canals 08 02.png

A larger version of the final pier, with numerous overlapping elements.

_debug ents

Canals 08 03.png

An "advance spawn" for the player, presumably for testing purposes.

_warehouse details

Canals 08 04.png

A hoisted-up stairwell.

_barge

Canals 08 05.png

A barge identical to the ones appearing in "_water debris", but alone.

_far pier cop

Canals 08 06.png

A sequence where a metrocop goes to the nearby dock. A fair amount of overlapping brushwork is included.

_extra nodes

Canals 08 07.png

Five unused nodes.

_lambda cache fences

Canals 08 08.png

Six fences, with occasional debris, placed above the playable area.

Trivia

  • This map resumes the habit of keeping all of the unused visgroups as subgroups of one visgroup, with eight being contained in total.

d1_canals_09

_09-10 trans

Canals 09 01.png

An early version of the transition between d1_canals_09 and d1_canals_10. It is exclusively brush-based, with the sludge ending shortly after the entrance.

_1 object

Canals 09 02.png

The arch used by 09-10 trans.

_Poles

Canals 09 03.png

Four sets of three lightpoles atop a bridge the player passes by.

trigger

Canals 09 04.png

A func_vehicleclip placed on the wall. Despite this being hidden, there is one on the adjacent wall that was not removed.

Trivia

  • This is the first map in the d1_canals series to completely lack a parent visgroup solely for removed visgroups.

d1_canals_10

_old transition

CANALS 10 2.png

An early and far less detailed transition from d1_canals_10 to d1_canals_11. In addition to other differences, it lacks the "destroyed pipe" section, and is much smaller. Some bridge models are also included, seemingly by accident.

_old mega jump poles

Four models that were replaced by other props. They do not appear correctly, as they refer to a since-removed prop: "dock_bumper01d.mdl".

Trivia

  • d1_canals_10 has the smallest number of "Unused"-grouped visgroups, clocking in at only two.

d1_canals_11

_old exit tunnel

Canals 11 01.png

An early version of the transition tunnel to d1_canals_12. Unlike with the others, the player never enters it as the level transition takes place before it is entered.

_exit tunnel railings

A large number of railings on the exit tunnel. The final two towards the exit are kept, however.

_breakable piers

Two brush-based piers that are able to be broken. Strangely, the supports reference "MODELS/PROPS_DOCKS/DOCK01A" as their texture, which fails to display.

_breakable bridge

Canals 11 04.png

An alternate, breakable bridge over the exit tunnel. Some additional explosive barrels are included as well.

_gun cave template

A point_template entity to spawn in several NPCs, and the trigger to activate said point_template.

_old cave pipes

Canals 11 06.png

An earlier version of the tunnel's geometry, which differs in some ways including positioning.

_exit perf pass

A visgroup containing several props, assault-related entities, and metropolice.

_ambush perf pass

Again, contains several props, and a few metropolice alongside their assault entities.

_old zombie

Canals 11 09.png

A slightly different version of the zombie encounter early on in the level. It overlaps with another version, and uses the same zombie as it.

d1_canals_12

_apc drop

Canals 12 01.png

An elevated, brush-based platform.

_canal pipe

Canals 12 02.png

A pipe with a few embedded cubemaps. Curiously, a longer version of this pipe appears in two pre-release screenshots.

_extra tires

Canals 12 03.png

Three tires, in addition to the ones already present.

_old 12 trig

Canals 12 04.png

An old level transition trigger. The final one is slightly later, to the left.

d1_canals_13

_dam jump/wreck

Canals 13 01.png

A large trigger that dismounts the player from the airboat.

_old light fixtures

Canals 13 02.png

Several light fixtures. All but one use the nonexistent model "models/props_c17/lamp_standard_on01.mdl", and separate light_spots.

_12 trans

Canals 13 03.png

An early version of the transition to 12, with only slight differences between it and the final version.

_old 12 trig

Canals 13 04.png

A trigger that goes back to d1_canals_12. Identical to _12 trans's version.

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