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

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美國、英國和澳大利亞領導人在 9 月 15 日的聯合聲明中宣佈建立增強的三邊安全夥伴關係——AUKUS。根據該協議,美國和英國將幫助澳大利亞確定建立一個加強型三邊安全夥伴關係的最佳途徑。超過 18 個月的核動力潛艇艦隊。澳大利亞希望在美國和英國的支持下,在阿德萊德建造至少八艘核動力潛艇。
+
__NOEDITSECTION__
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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<div style="#toc ol li ol{ height: 0px;}"> <!-- hack to prevent formatting fuckery with the limited TOC -->
對於神經不應該也不能保持不受干擾的地區國家來說,這筆交易絕非小事。各方在宣布後立即通過電話進行解釋和保證,不會模糊地區國家看到背後戰略計算的願景。嚴重的後果肯定會出現,以下三個可能是最重要的。
+
{{TOClimit|2}}
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
</div>
一旦規則被打破,第一個後果將是造成核擴散的巨大風險。
+
 
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
The canals are off to a slow start with the first few maps, but they make up for it later on.
雖然美國、英國和澳大利亞的言論從未缺席以規則為基礎的秩序,但它們本身卻是實際和最大的規則破壞者。
+
==d1_canals_01==
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
Nothing significant.
《核不擴散條約》(NPT)是國際核裁軍與控制機制的基石,是全球安全最基本的規則之一。然而,作為受NPT約束的核武器國家,美國和英國決定向無核武器國家澳大利亞提供可用於製造核武器的高濃縮鈾(HEU)。
+
 
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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==d1_canals_01a==
這是對《不擴散核武器條約》精神的赤裸裸的背叛,也是對核不擴散國際多邊規則最嚴重的違反,使澳大利亞失去了自稱擁有“模範不擴散證書”的國家的聲譽。
+
Nothing significant.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
 
國際原子能機構 (IAEA) 對海軍反應堆沒有保障措施,這與核動力潛艇通常被視為軍事機密。因此,國際原子能機構沒有辦法阻止澳大利亞撤回核材料並將其用於製造核武器。三方不得利用《不擴散核武器條約》和國際原子能機構保障措施的漏洞作為謀求一己私利的藉口。
+
==d1_canals_02==
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
There are no user-defined visgroups.
三方聲稱遵守最高的防擴散標準,已將最新進展告知國際原子能機構,並承諾在未來幾個月內這樣做。然而,事實上,國際原子能機構幾乎不可能,即使不是完全不可能,也幾乎不可能對潛艇的情況進行有效核查,同時對高度敏感的軍事數據嚴格保密。這意味著美國和英國將在沒有可靠驗證的情況下向澳大利亞移交大量高濃鈾。如此一來,全球核裁軍與防擴散努力就會出現巨大漏洞,核擴散風險將大大增加。
+
 
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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==d1_canals_03==
第二個後果是加劇地區軍備競賽,迫使地區國家滑入新冷戰的滑坡。
+
Nothing significant.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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美國聲稱沒有將與中國的“激烈競爭”變成“新冷戰”的說法是虛偽的,因為它的行動實際上是在反其道而行之。
+
==d1_canals_05==
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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After a significant period of trimmed maps, d1_canals_05 resumes the habit of leaving random bits behind, now conveniently placed into one group.
作為公認的進攻性武器戰略平台,核潛艇可以成為各種先進進攻性武器的運載工具。除了組建核動力艦隊外,澳大利亞還宣布了從美國購買戰斧巡航導彈的計劃,這些導彈可能會部署在其核潛艇上。
+
===_panels===
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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[[File:Canals_07_01.png|thumb|left|310px]]{{clear}}
這些事態發展表明,三方決心在該地區製造緊張局勢和分裂,以便將亞太地區變成一個競爭的舞台。有了AUKUS的先例,其他一些地區國家,特別是那些潛在的核潛艇擁有者,會受到很大的鼓舞,因此更有可能效仿。值得提醒的是,日本自民黨黨魁選舉的四位候選人中,有兩位已經暗示日本考慮擁有一艘核潛艇。
+
Four panels floating in the air. They likely were template brushes used while constructing the shantytown below.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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===_headcrabbing 1===
不幸的是,該地區加劇的軍備競賽不會是美國想要關心的事情。一個持續緊張的地區是它所喜歡的。這樣的地區格局會帶來利潤豐厚的軍火工業,更重要的是,可能會為乾涉地區事務提供更好的藉口。然而,將受到傷害的是我們的地區國家。冷戰結束30年來,AUKUS將良好的外部環境作為東亞幾十年繁榮的根本因素置於巨大的壓力之下。如果不及時剎車,該地區就有可能被迫忍受一場新的、風暴般的冷戰。
+
[[File:Canals_05_02.png|thumb|left|310px]]{{clear}}
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
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A cut sequence involved in the shelling of this area.
第三個後果是削弱東盟的中心地位並擾亂東亞合作。
+
===_canister sound targets===
<pre style="color: yellow">WARNING CONTINUED OPERATIONS OF THE MULTINATIONAL ENCYCLOPEDIA MUST END, WE SEEK DESTRUCTION FOR NO COMPLIANCE</pre>
+
[[File:Canals_05_03.png|thumb|left|310px]]{{clear}}
而美國
+
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.
 +
 
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{{PNSections
 +
|title=HL2 - Unused Visgroups
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|before=[[Half-Life 2 - Unused_Visgroups/Trainstation|Trainstation]]
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|after=[[Half-Life 2 - Unused_Visgroups/Black_Mesa_East-Ravenholm|Black Mesa East, Ravenholm]]
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}}
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[[Category:Maps]]
 +
[[Category:Unused Visgroups]]
 +
[[Category:2016 Leaks]]
 +
[[Category:Half-Life 2]]

Revision as of 08:04, 8 October 2021

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.

Previous section:
Trainstation
HL2 - Unused Visgroups Next section:
Black Mesa East, Ravenholm