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

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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>
+
<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。
+
<!-- CITADEL 01 -->
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
==d3_citadel_01==
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。
+
Oddly, the visgroup named "cliff walls older" is the one that is actually in use.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
===cliff_walls bad===
《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)。
+
[[File:citadel_01_01.png|thumb|left|310px]]{{clear}}
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
A slightly different version of the cliffs outside of the citadel.
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。
+
===cliff walls new===
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
[[File:citadel_01_02.png|thumb|left|310px]]{{clear}}
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。
+
Another slightly different version of the cliffs outside of the citadel.
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
<gallery type="slideshow" widths="500" position="center">
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。
+
Citadel 01 02 cs 2a.png|Final
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
Citadel 01 02 cs 2b.png|"cliff_walls bad"
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。
+
Citadel 01 02 cs 2c.png|"cliff walls new"
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
Citadel 01 02 cs 3a.png|Final
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。
+
Citadel 01 02 3b.png|"cliff_walls bad"
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
Citadel 01 02 cs 3c.png|"cliff walls new"
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。
+
</gallery>
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
 
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。
+
<!-- CITADEL 02 -->
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
 
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。
+
==d3_citadel_02==
<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
+
There are no unused visgroups.
第三個後果是削弱東盟的中心地位並擾亂東亞合作。
+
 
<pre style="color: yellow">WARNING CONTINUED OPERATIONS OF THE MULTINATIONAL ENCYCLOPEDIA MUST END, WE SEEK DESTRUCTION FOR NO COMPLIANCE</pre>
+
<!-- CITADEL 03 -->
而美國
+
 
 +
==d3_citadel_03==
 +
===_combine monitors===
 +
<gallery position="left" widths="310" bordersize="none" hideaddbutton="true" spacing="small">
 +
citadel_03_01.png
 +
citadel_03_01a.png
 +
citadel_03_01b.png
 +
</gallery>
 +
Three breencast-style multilayered combine monitors.
 +
===_removed by art team===
 +
<gallery position="left" widths="310" bordersize="none" hideaddbutton="true" spacing="small">
 +
citadel_03_02.png
 +
citadel_03_02a.png
 +
</gallery>
 +
Six removed lights entities, three of them <code>light_spot</code>s, the other three <code>light</code>s.
 +
 
 +
<!-- CITADEL 04 -->
 +
 
 +
==d3_citadel_04==
 +
===_stasis room removed===
 +
[[File:citadel_04_01.png|thumb|left|310px]]{{clear}}
 +
<i>This has been moved from its original position to make it clearer what this visgroup has.</i>
 +
 
 +
A relatively simple brush-based room with no clear "stasis room" in sight.
 +
===_stasis debug spawn===
 +
[[File:citadel_04_02.png|thumb|left|310px]]{{clear}}
 +
An advance spawn placed after the stasis room sequence, with the player having the super phys cannon.
 +
===_hidden temp lighting===
 +
[[File:citadel_04_03.png|thumb|left|310px]]{{clear}}
 +
One <code>light</code> entity.
 +
===art_pass===
 +
<gallery position="left" widths="310" bordersize="none" hideaddbutton="true" spacing="small">
 +
citadel_04_04.png
 +
citadel_04_04a.png
 +
</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]]

Latest revision as of 08:56, 8 October 2021

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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