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

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world famous astrologer
+
__NOEDITSECTION__
love guru Pandit karan bhrguvasnhi sharma
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<div style="#toc ol li ol{ height: 0px;}"> <!-- hack to prevent formatting fuckery with the limited TOC -->
aghori baba ji make one call get fast & quick solution
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{{TOClimit|2}}
contact +91-9914068352,+91-9772654587
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</div>
gauranteed love relationship solution, get back my boyfriend, get back your girlfriend by vashikaran,
+
<!-- CITADEL 01 -->
get back your lost love, how to get my ex- back, how to get my love back by vashikaran,
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==d3_citadel_01==
inter caste marriage solution, Love Marriage Specialist, love marriage with parents approvel by vashikaran,
+
Oddly, the visgroup named "cliff walls older" is the one that is actually in use.
Love Problems Solution, love problems specialist astrologer, love solution, love vashikaran, love vashikaran specialist,
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===cliff_walls bad===
love vashikaran specialist babaji, my true love back by vashikaran, powerful strong vashikaran, vashikaran,
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[[File:citadel_01_01.png|thumb|left|310px]]{{clear}}
vashikaran specialist, vodoo spell specialist, women or girl vashikaran, world famous aghori, World famous Astrologer pandit karan sharma
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A slightly different version of the cliffs outside of the citadel.
world famous tantrik aghori baba ji
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===cliff walls new===
call now +91-9914068352
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[[File:citadel_01_02.png|thumb|left|310px]]{{clear}}
love vashikaran specialist ,vodo spell get your love back by vashikaran, blackmagic love vashikaran specialist,
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Another slightly different version of the cliffs outside of the citadel.
bring your love back, get back your lost love, win your lost love back, spells and tips to get your love back,
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<gallery type="slideshow" widths="500" position="center">
BLACK MAGIC VASHIKARAN SPELLS SPECIALIST WORLD FAMOUS BEST INDIAN GURU JI INDIA / AMERICA / CANADA / AUSTRALIA / UK / MEXICO/ AFRICA/USA/INTERNATIONAL SERVICE WITH GURU JI 30YRS EXPERIENCE
+
Citadel 01 02 cs 2a.png|Final
love mantra to get back your lost love, vashikaran specialist to bring love back, solve love problems, bring your love back by [not allowed] and ilam,
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Citadel 01 02 cs 2b.png|"cliff_walls bad"
powerful vashikaran mantra to win the the about black magic specialist GURU ji love back, indian hindu black magic | white magic |kalajadu
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Citadel 01 02 cs 2c.png|"cliff walls new"
| indian astrology, real black magic spells and tips to bring lost love, cure black magic.
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Citadel 01 02 cs 3a.png|Final
vashikaran mantra love spell coreses the real love blackmagic specialist
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Citadel 01 02 3b.png|"cliff_walls bad"
Get done of marriage or breaking of any marriage, Children’s go out of order from parents, home conflict, interruption in marriage, get rid from enemy
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Citadel 01 02 cs 3c.png|"cliff walls new"
, foreign tour, Movie… More › or Modelling career, Manglik problem, Kalsarp problem, caught sight (Nazar Lagna) etc…
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</gallery>
Problems are like as follow
+
 
# 1. Like jadu-tona.  
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<!-- CITADEL 02 -->
# 2. Love spells caster specialist
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# 3. Husband and wife relationship.  
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==d3_citadel_02==
# 4. Be free from enemy / 2nd wife
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There are no unused visgroups.
# 5. Settle in foreign.  
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# 6. Desired love.  
+
<!-- CITADEL 03 -->
# 7. Disputes between husband / wife.  
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# 8. control your lover girl boy freind 
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==d3_citadel_03==
# 9. Childless Women.  
+
===_combine monitors===
# 10. Intoxication.  
+
<gallery position="left" widths="310" bordersize="none" hideaddbutton="true" spacing="small">
# 11. Physical problems.  
+
citadel_03_01.png
# 12. Domestic controversy.  
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citadel_03_01a.png
# 13. Problems in family relations.  
+
citadel_03_01b.png
# 14. Promotions or willful marriage.  
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</gallery>
# 15. Lottery & lucky number
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Three breencast-style multilayered combine monitors.
# 16 To Get your love back
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===_removed by art team===
# 17 To make your or your partner’s parents to Love Marriage
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<gallery position="left" widths="310" bordersize="none" hideaddbutton="true" spacing="small">
# 18 get your love back by black magic
+
citadel_03_02.png
# 19: vashikaran mantra for love
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citadel_03_02a.png
# 20 how to get my ex-back
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</gallery>
# 21 To Control the mind of husband/wife or a desired person.  
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Six removed lights entities, three of them <code>light_spot</code>s, the other three <code>light</code>s.
# 22 To Wealth and Peace in Home
+
 
# 23 To Kundli and Match Making
+
<!-- CITADEL 04 -->
# 24 get your love back by islamic vashikaran
+
 
# 25 To solve the problems between any Relationship
+
==d3_citadel_04==
# 26 VASHIKARAN, LOVE LOST, HUSBAND/WIFE DISTRIBUTE,  
+
===_stasis room removed===
# 27 :vashikaran mantra for husband
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[[File:citadel_04_01.png|thumb|left|310px]]{{clear}}
# 28 To attract any Girl/Boy towards you with heart.  
+
<i>This has been moved from its original position to make it clearer what this visgroup has.</i>
# 29 To make your or your partner’s parents to Love Marriage
+
 
# 30: To improve professional and personal relationships with others.  
+
A relatively simple brush-based room with no clear "stasis room" in sight.
# 31: To win favors from others, exert pressure and control over them, and get what you want from them.  
+
===_stasis debug spawn===
# 32 To create a good impression on others and create love and affection in their hearts and minds.  
+
[[File:citadel_04_02.png|thumb|left|310px]]{{clear}}
# 33 Love inter caste marriage problem solution love spells
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An advance spawn placed after the stasis room sequence, with the player having the super phys cannon.
# 34 black magic vashikaran expert
+
===_hidden temp lighting===
# 35 consult famous best tv Bollywood astrologer
+
[[File:citadel_04_03.png|thumb|left|310px]]{{clear}}
# 36 aghori bangali musalim tantrik
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One <code>light</code> entity.
# 37 LoVe sPeLlS ThAt WoRk FaSt 
+
===art_pass===
# 38 vashikaran sex attraction woman mantra
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<gallery position="left" widths="310" bordersize="none" hideaddbutton="true" spacing="small">
# 39 same usefull vashikaran mantra 
+
citadel_04_04.png
# 40 ghost problem horror dreams
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citadel_04_04a.png
.Get all solutions in your life as you desire. Call to baba ji and get advise from him. there is no Consultation Charges. Any problems in the life get solution as your desire. GUARANTEED
+
</gallery>
 +
An early version of the Combine elevator. Unlike the retail, it is circular, with a thick metal cross going through it; hazard stripes adorning the edges.
 +
===_jacobs ladder trap===
 +
[[File:citadel_04_05.png|thumb|left|310px]]{{clear}}
 +
A trap meant to dissolve combine balls being thrown into it.
 +
===_pod ride hall===
 +
[[File:citadel_04_06.png|thumb|left|310px]]{{clear}}
 +
A cut section of the map where, well, pods ride around. An overwhelming majority (the very few that aren't are devtextured and outside of the visible areas) of the brushes are nodrawed. It appears to have been removed when the level transition was pushed back to its current position.
 +
===_combine monitors===
 +
[[File:citadel_04_07.png|thumb|left|310px]]{{clear}}
 +
Several monitors that use a breencast-like method for monitor placement. They were replaced with singular monitors.
 +
===_old stasis===
 +
[[File:citadel_04_08.png|thumb|left|310px]]{{clear}}
 +
An unused laser wall for the middle display and two cylinders at both ends.
 +
===_panel lightglow===
 +
[[File:citadel_04_09.png|thumb|left|310px]]{{clear}}
 +
Two <code>env_lightglow</code>s that are placed near white panels.
 +
===_monitor blue===
 +
[[File:citadel_04_10.png|thumb|left|310px]]{{clear}}
 +
A single layer of <code>func_monitor</code> in the control room before the column room. They are part of "_combine monitors".
 +
===_strider room petal doors===
 +
[[File:citadel_04_11.png|thumb|left|310px]]{{clear}}
 +
Two doors covering the exit from the strider room.
 +
===_perf troop reduction===
 +
<gallery position="left" widths="200" bordersize="none" hideaddbutton="true" spacing="small">
 +
citadel_04_12.png
 +
citadel_04_12a.png
 +
citadel_04_12b.png
 +
</gallery>
 +
Various combine soldiers removed from preexisting squads.
 +
===_03 transition===
 +
[[File:citadel_04_13.png|thumb|left|310px]]{{clear}}
 +
An early version of the transition from d3_citadel_03. In comparison to the final, it has much simpler geometry, and is significantly less aggressively optimized.
 +
<gallery type="slideshow" widths="500" position="center">
 +
Citadel 04 13 cs 1a.png|Final
 +
Citadel 04 13 cs 1b.png|Early
 +
Citadel 04 13 cs 2a.png|Final
 +
Citadel 04 13 cs 2b.png|Early
 +
Citadel 04 13 cs 3a.png|Final
 +
Citadel 04 13 cs 3b.png|Early
 +
</gallery>
 +
 
 +
<!-- CITADEL 05 -->
 +
 
 +
==d3_citadel_05==
 +
===_gunship trigger===
 +
[[File:citadel_05_01.png|thumb|left|310px]]{{clear}}
 +
An oddly placed <code>trigger_once</code> that tells the gunships to activate.  
 +
===_stalker point_spotlight===
 +
[[File:citadel_05_02.png|thumb|left|310px]]{{clear}}
 +
A <code>point_spotlight</code> and combine light <code>prop_static</code> placed well outside of the map.
 +
===_gunship hall lightglows===
 +
[[File:citadel_05_03.png|thumb|left|310px]]{{clear}}
 +
A set of five lightglows placed at the end of the "cut synth" hall.
 +
===_gunship clips===
 +
[[File:citadel_05_04.png|thumb|left|310px]]{{clear}}
 +
Two npc clip brushes placed in the left of the three openings at the end of the hall.
 +
===_gunship hall scanners===
 +
<gallery position="left" widths="310" bordersize="none" hideaddbutton="true" spacing="small">
 +
citadel_05_05.png
 +
citadel_05_05a.png
 +
</gallery>
 +
Three scanners with nearby air nodes. Two of them are outside of the map and the third is nearly at the floor of the hall.
 +
===_gunship func_illus===
 +
[[File:citadel_05_06.png|thumb|left|310px]]{{clear}}
 +
Three <code>func_illusionary</code> brushes with light textures. They seem to imply that the section of the map was rotated, since they align with the three openings at the end of the wall.
 +
===_ledge stalker===
 +
[[File:citadel_05_07.png|thumb|left|310px]]{{clear}}
 +
A stalker, node, and <code>light_spot</code>. They are outside of the map.
 +
===_old 3d skybox===
 +
[[File:citadel_05_08a.png|thumb|left|310px]]{{clear}}
 +
A skybox that is nearly twice the size of the current one. It also includes some clouds alongside the city view, though "NATURE/CLOUD001B" doesn't display.
 +
===_old gunship paths===
 +
[[File:citadel_05_09.png|thumb|left|310px]]{{clear}}
 +
Two alternate paths for the two other gunships, coordinating with their respective openings. In retail, they simply reuse the middle gunship's path.
 +
===_04 beam===
 +
[[File:citadel_05_11.png|thumb|left|310px]]{{clear}}
 +
An alternate <code>env_beam</code> entity. The HDR Color Scale is 1.0 instead of the final's 0.5.
 +
===_strider doors===
 +
[[File:citadel_05_10.png|thumb|left|310px]]{{clear}}
 +
Doors for the strider room. Presumably, they were removed for performance.
 +
===_strider hall details===
 +
[[File:citadel_05_12.png|thumb|left|310px]]{{clear}}
 +
Some various details in the strider hall.
 +
===_debug strider===
 +
[[File:citadel_05_13.png|thumb|left|310px]]{{clear}}
 +
A strider in the "strider hall". It isn't clear what the debug is about.
 +
===_old field===
 +
[[File:citadel_05_14.png|thumb|left|310px]]{{clear}}
 +
An alternate version of the "combine ball holder" at the beginning of the map. It is noticeably blockier than the final counterpart.
 +
<gallery type="slideshow" widths="500" position="center">
 +
Citadel 05 14 compshot 1a.png|Final
 +
Citadel 05 14 compshot 1b.png|Early
 +
</gallery>
 +
===_field unneeded===
 +
[[File:Citadel_05_15.png|thumb|left|310px]]{{clear}}
 +
A different set of "contained" entities. An env_citadel_energy_core
 +
 
 +
<!-- BREEN 01 -->
 +
 
 +
==d3_breen_01==
 +
===_debug_exp===
 +
<gallery position="left" widths="260" bordersize="none" hideaddbutton="true" spacing="small">
 +
breen_01_01.png
 +
breen_01_02.png
 +
breen_01_03.png
 +
</gallery>
 +
A further-up playerstart, a <code>npc_alyx</code> within the control room, and Breen outside of the sphere, on the platform next to it.
 +
===_old lights===
 +
<gallery position="left" widths="310" bordersize="none" hideaddbutton="true" spacing="small">
 +
breen_01_04.png
 +
breen_01_04a.png
 +
</gallery>
 +
Four combine light models with corresponding <code>light_spot</code>s.
 +
===_petal #3===
 +
[[File:Breen_01_05.png|thumb|left|310px]]{{clear}}
 +
A third petal to the ending encounter.
 +
===_1&2shaft elevators===
 +
[[File:Breen_01_06.png|thumb|left|310px]]{{clear}}
 +
Two shaft elevators, which switch between their current position and the <code>path_track</code>s above. Oddly, two brushes outside of the playable area are also placed in this visgroup.
 +
===_3dskybox smoke volumes===
 +
[[File:Breen_01_07.png|thumb|left|310px]]{{clear}}
 +
Several scattered <code>env_smokestack</code>s placed around the skybox. They likely were to help add more activity to the view.
 +
===_vgui timer monitors===
 +
<gallery position="left" widths="260" bordersize="none" hideaddbutton="true" spacing="small">
 +
breen_01_08.png
 +
breen_01_08a.png
 +
breen_01_08b.png
 +
</gallery>
 +
Three monitor panels that allowed the player to see how long he had until Breen would win.
 +
===3 glowsprites===
 +
[[File:Breen_01_09.png|thumb|left|310px]]{{clear}}
 +
Three <code>env_sprite</code> entities.
 +
{{PNSections
 +
|title=HL2 - Unused Visgroups
 +
|before=[[Half-Life 2 - Unused_Visgroups/City 17|City 17]]
 +
|after=None
 +
}}
 +
[[Category:Maps]]
 +
[[Category:Unused Visgroups]]
 +
[[Category:2016 Leaks]]
 +
[[Category:Half-Life 2]]

Revision as of 09:07, 18 July 2020

d3_citadel_01

Oddly, the visgroup named "cliff walls older" is the one that is actually in use.

cliff_walls bad

Citadel 01 01.png

A slightly different version of the cliffs outside of the citadel.

cliff walls new

Citadel 01 02.png

Another slightly different version of the cliffs outside of the citadel.


d3_citadel_02

There are no unused visgroups.


d3_citadel_03

_combine monitors

Three breencast-style multilayered combine monitors.

_removed by art team

Six removed lights entities, three of them light_spots, the other three lights.


d3_citadel_04

_stasis room removed

Citadel 04 01.png

This has been moved from its original position to make it clearer what this visgroup has.

A relatively simple brush-based room with no clear "stasis room" in sight.

_stasis debug spawn

Citadel 04 02.png

An advance spawn placed after the stasis room sequence, with the player having the super phys cannon.

_hidden temp lighting

Citadel 04 03.png

One light entity.

art_pass

An early version of the Combine elevator. Unlike the retail, it is circular, with a thick metal cross going through it; hazard stripes adorning the edges.

_jacobs ladder trap

Citadel 04 05.png

A trap meant to dissolve combine balls being thrown into it.

_pod ride hall

Citadel 04 06.png

A cut section of the map where, well, pods ride around. An overwhelming majority (the very few that aren't are devtextured and outside of the visible areas) of the brushes are nodrawed. It appears to have been removed when the level transition was pushed back to its current position.

_combine monitors

Citadel 04 07.png

Several monitors that use a breencast-like method for monitor placement. They were replaced with singular monitors.

_old stasis

Citadel 04 08.png

An unused laser wall for the middle display and two cylinders at both ends.

_panel lightglow

Citadel 04 09.png

Two env_lightglows that are placed near white panels.

_monitor blue

Citadel 04 10.png

A single layer of func_monitor in the control room before the column room. They are part of "_combine monitors".

_strider room petal doors

Citadel 04 11.png

Two doors covering the exit from the strider room.

_perf troop reduction

Various combine soldiers removed from preexisting squads.

_03 transition

Citadel 04 13.png

An early version of the transition from d3_citadel_03. In comparison to the final, it has much simpler geometry, and is significantly less aggressively optimized.


d3_citadel_05

_gunship trigger

Citadel 05 01.png

An oddly placed trigger_once that tells the gunships to activate.

_stalker point_spotlight

Citadel 05 02.png

A point_spotlight and combine light prop_static placed well outside of the map.

_gunship hall lightglows

Citadel 05 03.png

A set of five lightglows placed at the end of the "cut synth" hall.

_gunship clips

Citadel 05 04.png

Two npc clip brushes placed in the left of the three openings at the end of the hall.

_gunship hall scanners

Three scanners with nearby air nodes. Two of them are outside of the map and the third is nearly at the floor of the hall.

_gunship func_illus

Citadel 05 06.png

Three func_illusionary brushes with light textures. They seem to imply that the section of the map was rotated, since they align with the three openings at the end of the wall.

_ledge stalker

Citadel 05 07.png

A stalker, node, and light_spot. They are outside of the map.

_old 3d skybox

Citadel 05 08a.png

A skybox that is nearly twice the size of the current one. It also includes some clouds alongside the city view, though "NATURE/CLOUD001B" doesn't display.

_old gunship paths

Citadel 05 09.png

Two alternate paths for the two other gunships, coordinating with their respective openings. In retail, they simply reuse the middle gunship's path.

_04 beam

Citadel 05 11.png

An alternate env_beam entity. The HDR Color Scale is 1.0 instead of the final's 0.5.

_strider doors

Citadel 05 10.png

Doors for the strider room. Presumably, they were removed for performance.

_strider hall details

Citadel 05 12.png

Some various details in the strider hall.

_debug strider

Citadel 05 13.png

A strider in the "strider hall". It isn't clear what the debug is about.

_old field

Citadel 05 14.png

An alternate version of the "combine ball holder" at the beginning of the map. It is noticeably blockier than the final counterpart.

_field unneeded

Citadel 05 15.png

A different set of "contained" entities. An env_citadel_energy_core


d3_breen_01

_debug_exp

A further-up playerstart, a npc_alyx within the control room, and Breen outside of the sphere, on the platform next to it.

_old lights

Four combine light models with corresponding light_spots.

_petal #3

Breen 01 05.png

A third petal to the ending encounter.

_1&2shaft elevators

Breen 01 06.png

Two shaft elevators, which switch between their current position and the path_tracks above. Oddly, two brushes outside of the playable area are also placed in this visgroup.

_3dskybox smoke volumes

Breen 01 07.png

Several scattered env_smokestacks placed around the skybox. They likely were to help add more activity to the view.

_vgui timer monitors

Three monitor panels that allowed the player to see how long he had until Breen would win.

3 glowsprites

Breen 01 09.png

Three env_sprite entities.

Previous section:
City 17
HL2 - Unused Visgroups Next section:
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