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

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澳大利亞前總理保羅·基廷週三在《悉尼先驅晨報》發表的一篇評論文章中寫道,四邊安全對話或“四邊”只有一個目標,那就是遏制中國。
<div style="#toc ol li ol{ height: 0px;}"> <!-- hack to prevent formatting fuckery with the limited TOC -->
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<pre style="color: red">WARNING INFLUENCE DETECTED, TYPE 2</pre>
{{TOClimit|2}}
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他在文章中寫道:“不知何故,20% 的人類從赤貧狀態上升到接近現代國家的狀態,這是不合法的——但更重要的是,僅僅因為它的存在,是對美國的侮辱。”
</div>
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<pre style="color: red">WARNING INFLUENCE DETECTED, TYPE 2</pre>
 
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基廷說:“這並不是說中國對美國構成威脅——這是中國從未表達過或交付過的——相反,它的存在僅僅代表了對美國優勢地位的挑戰。”
The coast chapters are the high point of the entire mappack, with a startlingly high number of unused visgroups.
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<pre style="color: red">WARNING INFLUENCE DETECTED, TYPE 2</pre>
==d2_coast_01==
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“一個國家,像美國一樣大,怎麼敢代表自己。但不僅僅是代表自己,擁有可能擴大兩倍的資金。在美國的劇本中找不到這樣的可能性。但這就是Quad 就是一切。而且,天真地,我們就在其中。”
<!--I'll admit: Doing this one was tough. It isn't exactly fun writing about random shit floating in the ocean.-->
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<pre style="color: red">WARNING INFLUENCE DETECTED, TYPE 2</pre>
In d1_coast_01, there is an issue with the majority of the unused visgroups being misplaced in nonsensical positions, generally out in the sea; however moving the objects in the direction of the final map will usually match them with their finalized counterparts where applicable, thus it can be assumed that the entire map was moved at some point, and the unused visgroups weren't corrected.
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在文章中,基廷還提到澳大利亞外交部長瑪麗斯佩恩上週一沖上國家舞台攻擊他,因為他冒昧地說澳大利亞政府的 AUKUS 協議將這些國家重新釘在了英語圈上,同時又強硬地背棄了他們的地理環境。亞洲地區。
===_old nodes===
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<pre style="color: red">WARNING INFLUENCE DETECTED, TYPE 2</pre>
[[File:Coast_01_01.png|thumb|left|310px]]{{clear}}
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“佩恩和總理對他們在華盛頓受到的盛大招待感到眼花繚亂——如果美國的任何戰略客戶將武裝部隊的控制權移交給美國,他們都會受到這種招待,”他說,並補充說“但是在我們的案例中,將對我們外交政策的有效控制變成交易”。
A large number of thinly-placed nodes, with the majority being in the ocean area.
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<pre style="color: red">WARNING INFLUENCE DETECTED, TYPE 2</pre>
===_ambient wind===
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根據基廷的說法,美國潛艇的決定不僅僅是關於海底戰,而是將澳大利亞支付的八艘潛艇捐贈給美國指揮部,作為其太平洋艦隊的一個組成部分。
[[File:Coast_01_02.png|thumb|left|310px]]{{clear}}
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<pre style="color: red">WARNING INFLUENCE DETECTED, TYPE 2</pre>
A single <code>ambient_generic</code> entity.
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“試著想想另一個國家會做任何如此順從的事情,”他寫道。
[[File:Coast_01_02.png|thumb|left|120px]]{{clear}}
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<pre style="color: red">WARNING INFLUENCE DETECTED, TYPE 2</pre>
===_perf removed===
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此外,通過這樣做,該國粗暴地冒犯了歐洲唯一的國際大國法國——一個擁有先進軍事、核潛艇和核武器的歐洲國家,他說。
[[File:Coast_01_03.png|thumb|left|310px]]{{clear}}
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<pre style="color: red">WARNING INFLUENCE DETECTED, TYPE 2</pre>
A <code>func_smokevolume</code> entity. Apparently, it was causing performance issues.
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基廷在文章的結尾寫道:“根據佩恩的說法,我沒有跟上時代,我太久不合時宜了,是過去時代的遺物。好吧,我可能是,但有一件事我不是——澳大利亞的失敗主義者誰一出現緊張跡象,就會把國家賣給另一個大國。”
[[File:Coast_01_03a.png|thumb|left|120px]]{{clear}}
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<pre style="color: yellow">ATTENTION ALL, YOUR MULTINATIONAL FORUM MUST BE DESTROYED, THE RED FLAG WILL CONTINUE. WE WILL BOMB YOU, THE WINDS BLOW TO THE EAST LANDS.</pre>
===_airborne hintnode===
 
[[File:Coast_01_04.png|thumb|left|310px]]{{clear}}
 
To add to the various objects placed in the sea, an info_node_hint entity. It is named "_crane_driver", strangely.
 
[[File:Coast_01_04a.png|thumb|left|120px]]{{clear}}
 
===_extra ropes===
 
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 
Coast_01_05.png
 
Coast_01_05a.png
 
</gallery>
 
A fairly long set of ropes.
 
===_side track overlays===
 
[[File:Coast_01_06.png|thumb|left|310px]]{{clear}}
 
Two overlays placed, of course, on top of the ocean.
 
===_removed by art team===
 
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 
Coast_01_07.png
 
Coast_01_07a.png
 
</gallery>
 
Two sets of trees and a brush-based arch. One of them is placed directly above the area the player initially drives in.
 
===_new ramp===
 
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 
Coast_01_08.png
 
Coast_01_08a.png
 
</gallery>
 
A displacement ramp outside of the map.
 
===_old gravel ramp===
 
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 
Coast_01_09.png
 
Coast_01_09a.png
 
</gallery>
 
Another displacement ramp.
 
===_cits vs ants===
 
[[File:Coast_01_10.png|thumb|left|310px]]{{clear}}
 
An <code>ai_relationship</code> entity. Despite the name, it sets it so that citizens and antlions have a "Neutral" disposition towards each other.
 
[[File:Coast_01_10a.png|thumb|left|120px]]{{clear}}
 
===_jeep training triggers===
 
[[File:Coast_01_11.png|thumb|left|310px]]{{clear}}
 
Three <code>trigger_look</code>s and one <code>trigger_multiple</code>.
 
===_old tunnel===
 
[[File:Coast_01_12nn.png|thumb|left|310px]]{{clear}}
 
A simplistic brush-based tunnel.
 
===beach env_cubemaps===
 
[[File:Coast_01_15.png|thumb|left|310px]]{{clear}}
 
Dozens of cubemaps scattered erratically over the ocean.
 
===sun===
 
[[File:Coast_01_23.png|thumb|left|310px]]{{clear}}
 
An <code>env_sun</code>, alongside a <code>info_target</code> and <code>sun_target</code>.
 
===mud===
 
[[File:COAST_01_13.png|thumb|left|310px]]{{clear}}
 
A displacement plain referencing "BLENDDIRTMUD005a", a texture only found in the Leak. A <code>trigger_look</code> entity is set up to be activated by vehicles entering it, enabling a missing entity named "<code>sound_vo_surfaces</code>" to play.
 
===unrotated shack===
 
[[File:Coast_01_14.png|thumb|left|310px]]{{clear}}
 
An early, unrotated version of the shack before the tunnel. The lower walls on the inside reference an unused texture: "PLASTER/PLASTERWALL006C". Among other features, it contains a Crossbow, not found until several maps later in the final game.
 
===_seaweed overlays===
 
[[File:Coast_01_15.png|thumb|left|310px]]{{clear}}
 
Several scattered <code>info_overlay</code> entities.
 
===_birds===
 
[[File:Coast_01_16.png|thumb|left|310px]]{{clear}}
 
Three <code>npc_seagull</code>s.
 
===_reed terrain===
 
[[File:Coast_01_17.png|thumb|left|310px]]{{clear}}
 
Three displacements with dense reed detailsprites. Their shape matches the water featured in another unused visgroup, "_stream water" (see below).
 
===_skybox water===
 
[[File:Coast_01_18.png|thumb|left|310px]]{{clear}}
 
A cheap water brush.
 
===_skybox pier===
 
[[File:Coast_01_19.png|thumb|left|310px]]{{clear}}
 
A single brush. Oddly, the top face uses a grass texture.
 
===_stream water===
 
[[File:Coast_01_20.png|thumb|left|310px]]{{clear}}
 
Three water brushes filling the low ground near the broken bridge, creating two small ponds.
 
===_rocks===
 
[[File:Coast_01_21.png|thumb|left|310px]]{{clear}}
 
A cluster of rocks, with a few playerclip brushes.
 
===_ludicrous vclip===
 
[[File:Coast_01_22.png|thumb|left|310px]]{{clear}}
 
A func_vehicleclip entity. In comparison to the final version, it is much larger and is textured differently.
 
<gallery type="slideshow" widths="500" position="center">
 
coast_01_22_cs_2b.png
 
coast_01_22_cs_2a.png
 
</gallery>
 
 
 
<!-- COAST 02 -->
 
 
 
==d1_coast_02==
 
===3d skybox===
 
[[File:Coast_02_01.png|thumb|left|310px]]{{clear}}
 
An unused skybox. It seems incomplete, as it only make use of a few bits of geometry.
 
===_roof pieces===
 
[[File:Coast_02_02.png|thumb|left|310px]]{{clear}}
 
Two floating roof brushes.
 
===_extra wires===
 
[[File:Coast_02_03n.png|thumb|left|310px]]{{clear}}
 
Four sets of additional cables in the gunship encounter area.
 
===_debug gunship===
 
[[File:Coast_02_04.png|thumb|left|310px]]{{clear}}
 
A <code>npc_gunship</code> entity.
 
===_odessa testing logic auto===
 
[[File:Coast_02_05.png|thumb|left|310px]]{{clear}}
 
<!-- outputs? -->
 
A <code>logic_auto</code> entity. It appears to have been used for testing in conjunction with the nearby <code>info_player_start</code>.
 
[[File:Coast_02_05a.png|thumb|left|120px]]{{clear}}
 
===_terrain helpers===
 
[[File:Coast_02_06.png|thumb|left|310px]]{{clear}}
 
Several dev-textured sphere-like objects. It is not clear what their purpose is, but if the name is to be believed, they were somehow helpful in constructing the geometry of the map.
 
[[File:Coast_02_06a.png|thumb|left|120px]]{{clear}}
 
===_gunship debug messages===
 
[[File:Coast_02_07.png|thumb|left|310px]]{{clear}}
 
One <code>game_text</code> entity that prints "Gunship switching paths.". It has no inputs or outputs.
 
[[File:Coast_02_07A.png|thumb|left|120px]]{{clear}}
 
===_old odessa rpg ammo===
 
[[File:Coast_02_08.png|thumb|left|310px]]{{clear}}
 
Three ammo crates, one in a shed, the other two in Odessa's basement. The latter two overlap with several objects.
 
===_old odessa rooftop===
 
[[File:Coast_02_09d.png|thumb|left|310px]]{{clear}}
 
An early version of the second floor of the main building in the gunship base. It has several notable differences, the main one being the lack of any exits, and the much more damaged-looking dividing walls.
 
<gallery type="slideshow" widths="500" position="center">
 
coast_02_09_cs_1a.png|Final version
 
coast_02_09_cs_1b.png|Early version
 
coast_02_09_cs_2a.png|Final version
 
coast_02_09_cs_2b.png|Early version
 
coast_02_09_cs_3a.png|Final version
 
coast_02_09_cs_3b.png|Early version
 
</gallery>
 
===_crappy odessa rooftop===
 
[[File:Coast_02_10.png|thumb|left|310px]]{{clear}}
 
The polar opposite of "_old odessa rooftop", where nearly the entire floor's walls and roof have been apparently destroyed.
 
<gallery type="slideshow" widths="500" position="center">
 
coast_02_10_cs_1a.png|Final version
 
coast_02_10_cs_1b.png|Early version
 
</gallery>
 
===_flyby gunship===
 
[[File:Coast_02_11.png|thumb|left|310px]]{{clear}}
 
A <code>npc_maker</code> and set of <code>path_track</code> entities. The path goes from the Combine surveillance outpost, across the lake, to the gunship outpost.
 
===_removed by art team===
 
[[File:Coast_02_09d.png|thumb|left|310px]]{{clear}}
 
<gallery position="left" widths="160" bordersize="none" hideaddbutton="true" spacing="small">
 
Coast_02_12.png
 
Coast_02_12a.png
 
Coast_02_12b.png
 
Coast_02_12c.png
 
Coast_02_12d.png
 
Coast_02_12e.png
 
Coast_02_12f.png
 
Coast_02_12g.png
 
</gallery>
 
A number of cut details scattered throughout the map, ranging from brush-based stop signs on the first road to rails on  the edges of Odessa's house's stairwells.
 
===_4charsstatic===
 
[[File:Coast_02_13.png|thumb|left|310px]]{{clear}}
 
===_harpoons - waiting for Jay===
 
<gallery position="left" widths="200" bordersize="none" hideaddbutton="true" spacing="small">
 
Coast_02_14.png
 
coast_02_14a.png
 
Coast_02_14b.png
 
</gallery>
 
Various harpoons scattered throughout the map, typically through walls. Some refer to the cut model
 
"models/props_junk/harpoon001a.mdl".
 
===_gunship crash targets===
 
[[File:Coast_02_15.png|thumb|left|310px]]{{clear}}
 
Several scattered <code>info_target</code> entities.
 
===_brushmodel map===
 
[[File:Coast_02_16.png|thumb|left|310px]]{{clear}}
 
A brush-based version of Odessa's map. It uses a different texture than the model counterpart.
 
===_Odessa NPC Clips===
 
[[File:Coast_02_17.png|thumb|left|310px]]{{clear}}
 
Several NPC Clip brushes surrounding the doorways to other buildings.
 
===_bumpmap cliffs===
 
[[File:Coast_02_016a.png|thumb|left|310px]]{{clear}}
 
[[File:Coast_02_18.png|thumb|left|120px]]{{clear}}
 
A slightly different version of the cliffs in the starting section of the map.
 
===_water wall===
 
[[File:Coast_02_19.png|thumb|left|310px]]{{clear}}
 
A wall accompanied by a playerclip brush.
 
===_brush treeline===
 
[[File:Coast_02_20.png|thumb|left|310px]]{{clear}}
 
Several treeline brushes.
 
===_ambient wind sound===
 
[[File:Coast_02_21.png|thumb|left|310px]]{{clear}}
 
As the title says, an ambient wind sound. Or, rather, an <code>ambient_generic</code> set to play everywhere.
 
===_static windmill===
 
[[File:Coast_02_22.png|thumb|left|310px]]{{clear}}
 
A <code>prop_static</code> version of the windwill at the corner of Odessa's base.
 
===_unified citizen template===
 
[[File:Coast_02_23.png|thumb|left|310px]]{{clear}}
 
[[File:Coast_02_23a.png|thumb|left|120px]]{{clear}}
 
A point_template entity. Some of the entities it points to no longer exist.
 
===_old rocks===
 
[[File:Coast_02_24.png|thumb|left|310px]]{{clear}}
 
[[File:Coast_02_24a.png|thumb|left|310px]]{{clear}}
 
Alternate version of one of the outer rock walls' outcroppings using a different texture.
 
===_old antlionpush ss===
 
[[File:Coast_02_21a.png|thumb|left|310px]]{{clear}}
 
An early version of the scripted_sequence where a citizen knocks the antlion off the edge. It uses the action animation "MeleeAttack01" instead of "d2_coast_03_antlion_shove".
 
===_perf removed fences===
 
[[File:Coast_02_25.png|thumb|left|310px]]{{clear}}
 
Several fences near the front of Odessa's base.
 
===_perf extra citizen===
 
[[File:Coast_02_26.png|thumb|left|310px]]{{clear}}
 
[[File:Coast_02_26a.png|thumb|left|120px]]{{clear}}
 
A <code>env_entity_maker</code>.
 
===_perf removed props===
 
[[File:Coast_02_27.png|thumb|left|310px]]{{clear}}
 
Some additional scattered props throughout Odessa's base.
 
===_perf removed fences 2===
 
[[File:Coast_02_28.png|thumb|left|310px]]{{clear}}
 
Another set of fences to the right of the entrance to Odessa's outpost.
 
===_brick outer wall===
 
[[File:Coast_02_29.png|thumb|left|310px]]{{clear}}
 
Two brick walls in the same position as the previous two fences.
 
===_old gate button===
 
[[File:Coast_02_30.png|thumb|left|310px]]{{clear}}
 
A prop that a nearby citizen presses when you are let out of Odessa's base. It was replaced by a nodraw-textured brush.
 
===_old odessa light position===
 
[[File:Coast_02_31.png|thumb|left|310px]]{{clear}}
 
A differently-placed light in Odessa's basement.
 
===_3d skybox===
 
Contents identical to "3d skybox" above.
 
===_test fog controller===
 
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_02_31a.png
 
coast_02_31b.png
 
coast_02_31c.png
 
</gallery>
 
A slightly different <code>fog_controller</code>, which has a blue active primary fog color.
 
===_greeter out schedule ===
 
[[File:Coast_02_32.png|thumb|left|310px]]{{clear}}
 
[[File:Coast_02_32a.png|thumb|left|120px]]{{clear}}
 
An <code>aiscripted_schedule</code> entity. Although it is unused, there are two later counterparts.
 
 
 
<!-- COAST 04 (there is no 03) -->
 
 
 
==d2_coast_04==
 
===window ents old===
 
[[File:Coast_03_01.png|thumb|left|310px]]{{clear}}
 
A <code>func_breakable_surf</code> entity.
 
===extra cars===
 
[[File:Coast_03_02.png|thumb|left|310px]]{{clear}}
 
Three additional cars in the area where the player is blocked off by them near the exit.
 
models/props_c17/car01a.mdl
 
===blockades===
 
<gallery position="left" widths="310" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_03_03.png
 
coast_03_03a.png
 
</gallery>
 
Two sets of two brush-based blockades, placed on either sides of the bridge.
 
===apc===
 
[[File:Coast_03_04.png|thumb|left|310px]]{{clear}}
 
An apc stored in the yellow warehouse, which strangely, uses the buggy model.
 
===unrotated catwalk===
 
[[File:Coast_03_05.png|thumb|left|310px]]{{clear}}
 
A different version (that also isn't rotated) of the catwalk the player has to knock over to progress. It uses more metallic textures.
 
===mini container unrotated===
 
<gallery position="left" widths="310" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_03_06.png
 
coast_03_06a.png
 
</gallery>
 
Two brush-based shipping containers. The texture alignment on them is incomplete.
 
===old_rock_cliff_area===
 
[[File:Coast_03_07.png|thumb|left|310px]]{{clear}}
 
An old section of the cliffs that blocks off where the player comes from in the final version.
 
===_removed by art team===
 
<gallery bordersize="none" spacing="small">
 
</gallery>
 
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_03_08.png
 
coast_03_08a.png
 
coast_03_08b.png
 
coast_03_08c.png
 
coast_03_08d.png
 
</gallery>
 
Several scattered changes, ranging from additional cars in the car pile, to brush-based tree "wrappers", to more aggressive skybox placement.
 
===_3d sky template===
 
[[File:Coast_03_09.png|thumb|left|310px]]{{clear}}
 
Several nodrawed brushes in the skybox. They have a similar shape to the skybox brushes in "_removed by art team".
 
===_window explosion ents===
 
[[File:Coast_03_10.png|thumb|left|310px]]{{clear}}
 
Two differently placed <code>env_physexplosion</code> entities.
 
===_obsolete? antlionmaker===
 
[[File:Coast_03_n_01.png|thumb|left|310px]]{{clear}}
 
An isolated <code>npc_antlion</code> and <code>npc_antlion_template_maker</code>.
 
===_extra wires===
 
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_03_11.png
 
coast_03_11a.png
 
coast_03_11b.png
 
</gallery>
 
Four sets of suspended cables that start at the beginning of the map, and go all the way down to the ending road.
 
===_old areaportal trigger===
 
[[File:Coast_03_12.png|thumb|left|310px]]{{clear}}
 
Four scattered trigger_multiple entities. They refer to a removed areaportal, "portal_start".
 
===_antlion vs corpse script===
 
[[File:Coast_03_13.png|thumb|left|310px]]{{clear}}
 
A cut script where the antlions appear to be eating a dead refugee citizen.
 
===old_ladder===
 
[[File:Coast_03_14.png|thumb|left|310px]]{{clear}}
 
A differently-placed brush-based ladder.
 
===_old coastline===
 
[[File:Coast_03_15.png|thumb|left|310px]]{{clear}}
 
[[File:Coast_03_15a.png|thumb|left|120px]]{{clear}}
 
Three displacements on the coastline.
 
===start_autosave_trigger_===
 
[[File:Coast_03_16.png|thumb|left|310px]]{{clear}}
 
[[File:Coast_03_16a.png|thumb|left|120px]]{{clear}}
 
A <code>trigger_multiple</code> placed at the start of the map. In addition to autosaving, it also tells the previously-referenced "antlion_eating_seq" to start.
 
===legacy_entities===
 
[[File:Coast_03_17.png|thumb|left|310px]]{{clear}}
 
Two <code>path_track</code> entities.
 
===_skybox version of world water===
 
[[File:Coast_03_18.png|thumb|left|310px]]{{clear}}
 
A skybox version of the previously cutoff sections of water.
 
===_origin brush===
 
[[File:Coast_03_19.png|thumb|left|310px]]{{clear}}
 
A 512x SKIP brush, placed within the middle of the pond.
 
===_original pond water===
 
[[File:Coast_03_20.png|thumb|left|310px]]{{clear}}
 
A different water brush for the pond, referencing "water_lowdirty002" instead of "water_coast02".
 
===_old ramp vclip===
 
[[File:Coast_03_21.png|thumb|left|310px]]{{clear}}
 
A much larger version of the <code>func_vehicleclip</code> used in the final version.
 
 
 
<!-- COAST 05 -->
 
 
 
==d2_coast_05==
 
===3d skybox===
 
[[File:Coast_05_01.png|thumb|left|310px]]{{clear}}
 
A 3d skybox. There are no details beyond the box and the <code>sky_camera</code> entity.
 
===_removed by art team===
 
<gallery position="left" widths="160" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_05_02.png
 
coast_05_02a.png
 
coast_05_02b.png
 
coast_05_02c.png
 
coast_05_02d.png
 
coast_05_02e.png
 
coast_05_02f.png
 
</gallery>
 
As usual, several scattered changes. This time, it mainly involves different versions and placements of the cars on the road, a slightly different shack, and some different skybox brushes.
 
===_e3 only===
 
[[File:Coast_05_03.png|thumb|left|310px]]{{clear}}
 
A <code>env_lightglow</code> entity.
 
===_chimney smoke===
 
[[File:Coast_05_04.png|thumb|left|310px]]{{clear}}
 
Two entities, <code>prop_static</code> and <code>env_smokestack</code> on top of the roof of the house in the middle of the map.
 
===_extra soldiers===
 
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 
Coast_05_05.png
 
Coast_05_05a.png
 
</gallery>
 
Two Combine soldiers at the initial refugee base, one of them in the garage and the other on the hill.
 
===_perf removed===
 
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 
Coast_05_06.png
 
Coast_05_06a.png
 
Coast_05_06b.png
 
Coast_05_06c.png
 
</gallery>
 
Several scattered props throughout the initial refugee base.
 
===_non functional occluders===
 
[[File:Coast_05_a_01.png|thumb|left|310px]]{{clear}}
 
Three <code>func_occluders</code>.
 
===_road blocks===
 
[[File:Coast_05_07.png|thumb|left|310px]]{{clear}}
 
Three brush-based road blocks.
 
===_road explosion debris===
 
[[File:Coast_05_08.png|thumb|left|310px]]{{clear}}
 
A few scattered physics props.
 
===_perf test - removed fire===
 
[[File:Coast_05_09.png|thumb|left|310px]]{{clear}}
 
Two fairly long lines of <code>env_fire</code> entities, apparently to be lit up and spread to nearby objects after the gas station pumps are blown up.
 
===_gas trails===
 
[[File:Coast_05_10.png|thumb|left|310px]]{{clear}}
 
Two trails of fuel stain decals in the same directions as the previous group.
 
===_explosive shack===
 
[[File:Coast_05_11.png|thumb|left|310px]]{{clear}}
 
A <code>func_physbox</code>-based version of the red shack in the same position as its final, static version. It is set up to explode from the gas station fires and contains three <code>item_item_crate</code> entities inside.
 
===_giant tank explosion===
 
[[File:Coast_05_12.png|thumb|left|310px]]{{clear}}
 
Several entities intended to create a big gas tank explosion once it is reached by the gas station fires. Also includes two extra <code>item_item_crate</code> entities clipping through brush geometry.
 
===_scrolling cloud layer===
 
[[File:Coast_05_14.png|thumb|left|310px]]{{clear}}
 
A textured plain in the (unused) skybox that refers to "NATURE/CLOUD001B".
 
<!-- COAST 07 (no 06 either)-->
 
==d2_coast_07==
 
Similarly to d2_coast_01, it appears that the map was moved midway through construction and the unused visgroups never corrected. It also has early parts of d2_coast_05, d2_coast_08, and various random other bits going outside of the skybox.
 
===previous map===
 
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_07_01.png
 
coast_07_01a.png
 
</gallery>
 
A section of d2_coast_05 in a very early state. No displacements have been set up, the bridge is seven blocky brushes, and sections of it overlap with the final map's playable area.
 
===building prefab===
 
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_07_02.png
 
coast_07_02a.png
 
coast_07_02b.png
 
</gallery>
 
A simplistic brush building. It references a since-removed texture: "PLASTER/PLASTERWALL036L".
 
===bridge landing prefab===
 
[[File:Coast_07_03n.png|thumb|left|310px]]{{clear}}
 
A catwalk ladder near the bridge's first arch.
 
===catwalk1 duplicate===
 
[[File:Coast_07_04n.png|thumb|left|310px]]{{clear}}
 
A tilted section of the catwalk.
 
===nuked for skybox===
 
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_07_05.png
 
coast_07_05a.png
 
coast_07_05b.png
 
</gallery>
 
A removed far-off section of the map. Oddly, the road exits the skybox before finally terminating.
 
===sniper===
 
[[File:Coast_07_06.png|thumb|left|310px]]{{clear}}
 
[[File:Coast_07_06a.png|thumb|left|120px]]{{clear}}
 
A proto_sniper entity.
 
===1 object===
 
[[File:Coast_07_07.png|thumb|left|310px]]{{clear}}
 
Three connected road brushes. Again, they end up exiting the skybox's area before ending.
 
===extra disps===
 
<gallery position="left" widths="180" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_07_08.png
 
coast_07_08a.png
 
coast_07_08b.png
 
</gallery>
 
Several subdivided displacements to the left of the bridge. They go behind the cliff, and ultimately outside the map.
 
===6 objects===
 
<gallery position="left" widths="180" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_07_09.png|
 
coast_07_09a.png
 
coast_07_09b.png|
 
</gallery>
 
Two woven displacements below the ocean level. One goes behind the far end of the bridge.
 
===bathroom soldiers===
 
[[File:Coast_07_10.png|thumb|left|310px]]{{clear}}
 
A large <code>trigger_multiple</code>, and two <code>aiscripted_schedule</code>s with <code>npc_maker</code>s. The entities they refer to, "soldier_overlook_1" and "soldier_overlook_2" are not present in the map.
 
===old house===
 
<gallery position="left" widths="180" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_07_11.png
 
coast_07_11a.png
 
</gallery>
 
An early version of the large white house. It is much simpler geometrically, and lacks an interior. A brush leaning on it has the texture "WOOD/WOODSHELF005a", which is a cut texture.
 
===1 object===
 
[[File:Coast_07_12.png|thumb|left|310px]]{{clear}}
 
A phys_hinge for the windmill.
 
===bridge_trigger===
 
[[File:Coast_07_13.png|thumb|left|310px]]{{clear}}
 
Multiple triggers scattered across the bridge.
 
===oldfog===
 
[[File:Coast_07_14.png|thumb|left|310px]]{{clear}}
 
A trigger_multiple that sets the fog.
 
===light_blockers===
 
[[File:Coast_07_15.png|thumb|left|310px]]{{clear}}
 
A light blocker that covers the majority of the train.
 
===_perf_pass===
 
[[File:Coast_07_16.png|thumb|left|310px]]{{clear}}
 
A large number of scattered entities, mainly Combine soldiers and physics props. The majority of them are placed above the ocean.
 
===_underwater skyterrain thingumy===
 
[[File:Coast_07_17.png|thumb|left|310px]]{{clear}}
 
A displacement below the ocean, with the 3d skybox texture. The bottom of the used skybox is below it.
 
===unnecessary occluder?===
 
[[File:Coast_07_18.png|thumb|left|310px]]{{clear}}
 
One <code>func_occluder</code>.
 
===_vis_cluster_complex===
 
<gallery position="left" widths="180" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_07_20.png
 
coast_07_20a.png
 
coast_07_20b.png
 
coast_07_20c.png
 
coast_07_20d.png
 
</gallery>
 
Several scattered brushes textured with "toolsinvisible".
 
 
 
<!-- COAST 08 -->
 
 
 
==d2_coast_08==
 
The map has a number of similarities to d2_coast_07 visgroup-wise. It appears that it branched off from it at some point in development.
 
===catwalk1 duplicate===
 
Identical to d2_coast_07's version.
 
===bridge landing prefab===
 
Identical to d2_coast_07's version.
 
===building prefab===
 
[[File:Coast_08_20.png|thumb|left|310px]]{{clear}}
 
Largely identical to d2_coast_07's, but the wall texture has been replaced with nodraw.
 
===previous map===
 
Identical to d2_coast_07's version.
 
===solid ent ladders===
 
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_08_02.png
 
coast_08_02a.png
 
</gallery>
 
Two sets of <code>func_useableladder</code> entities. They are not placed near any ladders.
 
===3 objects===
 
[[File:Coast_08_03.png|thumb|left|310px]]{{clear}}
 
A section of catwalk. It overlaps with the bridge's brushwork.
 
===barnicles===
 
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_08_04.png
 
coast_08_04a.png
 
</gallery>
 
Two <code>npc_barnacle</code>s.
 
===old reload trigger===
 
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 
Coast_08_05.png
 
Coast_08_05a.png
 
</gallery>
 
A large trigger that reloads the map upon falling to it.
 
===blocking model areas===
 
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_08_06.png
 
coast_08_06a.png
 
</gallery>
 
Several invisible brushes that appear to be present for collision purposes. They are not correctly aligned with the bridge.
 
===6 objects===
 
[[File:Coast_08_07.png|thumb|left|310px]]{{clear}}
 
Identical to d2_coast_07's version, but with a different texture.
 
===extra disps===
 
Identical to d2_coast_07's version.
 
===1 object ===
 
Identical to d2_coast_07's version.
 
===bridge brush backup===
 
[[File:Coast_08_08.png|thumb|left|310px]]{{clear}}
 
A brush-based version of the bridge's supports.
 
===old bridge supports===
 
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_08_09.png
 
coast_08_09a.png
 
</gallery>
 
Two brush-based bridge arches. They are similarly textured to "bridge brush backup".
 
===hint plane===
 
[[File:Coast_08_10.png|thumb|left|310px]]{{clear}}
 
A large hint brush.
 
===2 objects===
 
Two bridge structure props.
 
===clip brushes===
 
[[File:Coast_08_11.png|thumb|left|310px]]{{clear}}
 
Two arches constructed out of clip-textured brushes. They were likely meant to be used with the older bridge supports.
 
===old button===
 
[[File:Coast_08_12.png|thumb|left|310px]]{{clear}}
 
[[File:Coast_08_12a.png|thumb|left|120px]]{{clear}}
 
A dev-textured button. Its outputs reveal a few removed entities.
 
===big occluder===
 
[[File:Coast_08_13.png|thumb|left|310px]]{{clear}}
 
A <code>func_occluder</code>.
 
===_removed by art team===
 
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_08_14.png
 
coast_08_14a.png
 
coast_08_14b.png
 
</gallery>
 
Several scattered changes, including a few plant props, a roof support with blocklights, and a section of the cliff wall.
 
===_skybox experiment===
 
[[File:Coast_08_15.png|thumb|left|310px]]{{clear}}
 
A skybox. It is unclear what experiments it was used for.
 
===stupid_dust_poofs===
 
[[File:Coast_08_16.png|thumb|left|310px]]{{clear}}
 
A cluster of <code>env_smokestack</code> entities, positioned under the bridge. A large chunk overlap with the bridge's geometry.
 
===repelling_group===
 
[[File:Coast_08_17.png|thumb|left|310px]]{{clear}}
 
A number of entities meant to perform a Combine soldier assault. They are placed outside of the playable area, however.
 
===_town clouds===
 
[[File:Coast_08_18.png|thumb|left|310px]]{{clear}}
 
[[File:Coast_08_18a.png|thumb|left|120px]]{{clear}}
 
A <code>func_smokevolume</code> entity. The visgroup's name likely indicates that the entity has been copypasted from a Ravenholm map.
 
===_07 ammo crate===
 
[[File:Coast_08_19.png|thumb|left|310px]]{{clear}}
 
A RPG ammo crate, of course positioned nowhere near anywhere that would act as a floor for it.
 
===bridge_dust===
 
Refers to the same objects as "stupid_dust_poofs".
 
===grenade_script===
 
[[File:Coast_08_21.png|thumb|left|310px]]{{clear}}
 
A cut script that tells a still-present Combine soldier to throw a grenade.
 
===perch_points===
 
Several air nodes, mainly positioned under the bridge.
 
<gallery position="left" widths="240" bordersize="none" hideaddbutton="true" spacing="small">
 
Coast_08_22.png
 
Coast_08_22a.png
 
</gallery>
 
===badchunks===
 
[[File:Coast_08_23.png|thumb|left|310px]]{{clear}}
 
An <code>env_shooter</code>.
 
===_seemingly obsolete fog triggers===
 
[[File:Coast_08_24.png|thumb|left|310px]]{{clear}}
 
[[File:Coast_08_24a.png|thumb|left|120px]]{{clear}}
 
Two trigger multiples that set the fog distance to 2048 and 1024 respectively.
 
 
 
<!-- COAST 09 -->
 
 
 
==d2_coast_09==
 
===flashback spotlight===
 
[[File:Coast_09_01.png|thumb|left|310px]]{{clear}}
 
A random spotlight with relatively simple settings. It is, oddly, not placed within the flashback room.
 
===low wall===
 
[[File:coast_09_02.png|thumb|left|310px]]{{clear}}
 
[[File:stonewall014a.png|thumb|left|180px|The Leak's version of it]]{{clear}}
 
A set of scattered "low" walls, surrounding the large building at the start of the level. They all refer to "STONE/STOENWALL014a", which is only present in the Leak.
 
===road bits===
 
[[File:coast_09_03.png|thumb|left|310px]]{{clear}}
 
===skybox origin brush===
 
[[File:coast_09_04.png|thumb|left|310px]]{{clear}}
 
A single, nodraw-faced brush.
 
===skybox level bounds===
 
[[File:coast_09_06.png|thumb|left|310px]]{{clear}}
 
Several brushes scattered around the origin.
 
===3d skybox===
 
[[File:coast_09_07.png|thumb|left|310px]]{{clear}}
 
A static prop of the coast, placed around the "skybox level bounds" brushes.
 
Assorted brushes
 
===1 object===
 
[[File:coast_09_08.png|thumb|left|310px]]{{clear}}
 
A large, nodrawed brush. It seems to be a playable-area counterpart of "skybox origin brush".
 
===fence npc clips===
 
[[File:coast_09_09.png|thumb|left|310px]]{{clear}}
 
Assorted NPC Clip brushes placed around the fences of the third and last settlement on the map.
 
===3 objects===
 
[[File:coast_09_11.png|thumb|left|310px]]{{clear}}
 
[[File:coast_09_11a.png|thumb|left|120px]]{{clear}}
 
Three func_illusionary "window_##_lighting_panel"'s, from 15 to 17. They have a used comments section, stating, "This brush is here to generate light to the interior space through the window. The white side should face the interior."
 
===obsolete zombie triggers===
 
[[File:coast_09_10.png|thumb|left|310px]]{{clear}}
 
Five triggers that individually awaken the idle zombies present. They are replaced by a trigger earlier on that awakens them all at once.
 
===_removed by art team===
 
<gallery position="left" widths="180" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_09_12.png
 
coast_09_12a.png
 
coast_09_12b.png
 
coast_09_12c.png
 
coast_09_12d.png
 
coast_09_12e.png
 
coast_09_12f.png
 
coast_09_12g.png
 
coast_09_12h.png
 
</gallery>
 
<i>Some objects are in use; these are not shown. </i>
 
A large number of removed and switched-out cars, some early work on the middle base's Combine tower, some rocks, and a road track.
 
===_skybox experiment===
 
[[File:coast_09_13.png|thumb|left|310px]]{{clear}}
 
Numerous scattered brushes in the shape of the map. They appear to have been used to extend the ocean's "visible" range.
 
===zombie_tunnel_NPC_Clips===
 
[[File:coast_09_13an.png|thumb|left|310px]]{{clear}}
 
[[File:coast_09_14.png|thumb|left|120px]]{{clear}}
 
A number of variably-placed npc clips. They generally adhere to the positions of vehicles.
 
===fence_npc_clips===
 
Contents identical to "fence npc clips" (without underscores).
 
===_old flashback scene===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_09_17.png
 
coast_09_17a.png
 
</gallery>
 
A cut sequence where two citizens scream and run away from a window, in a room very similar to the one seen early on in the car tunnels. A few <code>ai_sound</code>s, <code>ambient_generic</code>s, and <code>choreographed_scene</code> entities exist to make the citizens run from the windows while a car apparently crashes into them.
 
<!-- insert jack's video here -->
 
===_strange porch===
 
[[File:coast_09_15.png|thumb|left|310px]]{{clear}}
 
A generic-looking "porch roof" brush. Oddly, this one is placed within the home, on the second story of the building.
 
===ugly_ladder===
 
[[File:coast_09_18.png|thumb|left|310px]]{{clear}}
 
A brush-based ladder in the same position as the later prop-based ladder.
 
===bad_bad_faceted_pipes===
 
[[File:coast_09_16.png|thumb|left|310px]]{{clear}}
 
Three sets of cylindrical brush-based pipes, which were later replaced by models.
 
===perf===
 
<gallery position="left" widths="200" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_09_20e.png
 
coast_09_20d.png
 
coast_09_20c.png
 
coast_09_20b.png
 
coast_09_20a.png
 
coast_09_20.png
 
</gallery>
 
Various scattered revisions, mainly involving removed props. One of the entities, however, is a <code>ambient_generic</code> for the flashback scene.
 
===legacy===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_09_19a.png
 
coast_09_19.png
 
</gallery>
 
[[File:coast_09_19b.png|thumb|left|120px]]{{clear}}
 
One set of removed triggers, and a <code>logic_compare</code> a far distance away from the other two. It appears that the set of triggers was used in the cut flashback scene, considering their positioning and a large number of overlapping references.
 
 
 
<!-- COAST 10 -->
 
 
 
==d2_coast_10==
 
Unlike most of the other maps consecutively before and after it, it only has one visgroup.
 
===_removed by art team===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_10_01a.png
 
coast_10_01.png
 
</gallery>
 
A ocean brush, textured with "nature/water_wasteland002b".
 
 
 
<!-- COAST 11 -->
 
 
 
==d2_coast_11==
 
===_skybox terrain===
 
[[File:COAST_11_01.png|thumb|left|310px]]{{clear}}
 
Two displacements used for sand under the water on the northeastern corner of the map.
 
===_camp light environment===
 
[[File:coast_11_02.png|thumb|left|310px]]{{clear}}
 
[[File:coast_11_02a.png|thumb|left|120px]]{{clear}}
 
A light_environment, located in the middle of the camp.
 
===_training dummy blood===
 
[[File:Coast_11_03.png|thumb|left|310px]]{{clear}}
 
A blood decal next to the training dummy for the bugbait.
 
===_wounded_writhing===
 
[[File:Coast_11_04.png|thumb|left|310px]]{{clear}}
 
[[File:Coast_11_04a.png|thumb|thumb|left|120px]]{{clear}}
 
Two <code>logic_choreographed_scene</code> entities that tell the two nearby citizens to lay pained on the floor. They are replaced by the <code>scripted_sequences</code>.
 
===_Ladder_to_Turret===
 
[[File:Coast_11_05.png|thumb|left|310px]]{{clear}}
 
A ladder that would have allowed the player to access the top of the camp's front entrance.
 
===_old_spawner_obsolete===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_11_06.png
 
coast_11_06a.png
 
</gallery>
 
A <code>npc_antlion</code>, <code>npc_antlion_template_maker</code>, a few <code>logic_auto</code>s, and an <code>env_player_surface_trigger</code> at the beginning of the map. Later on, several <code>trigger_multiple</code>s near the mid-section before the antlion guardian encounter.
 
===_removed by art team===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_11_07.png
 
coast_11_07a.png
 
</gallery>
 
Three barrels, and two carpet decals.
 
===_new_spawn_method_REVERTED===
 
[[File:Coast_11_08.png|thumb|left|310px]]{{clear}}
 
A set of entities similar to "_old_spawner_obsolete" with an additional env_shake entity.
 
===_Old_2nd_spawner===
 
[[File:Coast_11_09.png|thumb|left|310px]]{{clear}}
 
Another set of "spawner" entites, this time lacking an antlion template.
 
===_func_breakables===
 
<gallery position="left" widths="200" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_11_10.png
 
coast_11_10a.png
 
coast_11_10b.png
 
</gallery>
 
7 different <code>func_breakable</code> rocks, used as rocks.
 
===_Old Antlion Guard Area===
 
<gallery position="left" widths="200" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_11_11.png
 
coast_11_11a.png
 
coast_11_11b.png
 
</gallery>
 
Some differences in the "arena" where the player meets the guard. There are several more rocks jutting out of the ground, a few more citizens around the arena and on the entrance, and some additional triggers.
 
 
 
It appears that originally several citizens would be nearby when the antlion guard appeared, helping you defeat them. In addition, once the player got close to the entrance to the base, the guard would try to ram the entrance.
 
===_Antlion Guard Testing===
 
A <code>info_target</code> and <code>npc_bullseye</code>. They appear to have been used for testing the charge against the base's entrance.
 
===_lastfew_antlion_spawner===
 
[[File:coast_11_12.png|thumb|left|310px]]{{clear}}
 
Another antlion spawner, this time in the antlion guard arena with several included <code>info_node_hint</code>s.
 
===_12 light_env===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_11_13.png
 
coast_11_13a.png
 
</gallery>
 
A <code>light_environment</code>. It is much darker than the other instances of this entity on the map.
 
===_10 light_env===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_11_14.png
 
coast_11_14a.png
 
</gallery>
 
Another <code>light_environment</code>. It is has much more similar colors to other <code>light_environment</code>s.
 
===_guard spawn trigger===
 
Contained within "_Old Antlion Guard Area".
 
===_rock hiding spot===
 
[[File:Coast_11_15.png|thumb|left|310px]]{{clear}}
 
A brush-based rock with four props, half of which fail to load. It has one unused texture, "NATURE/ROCKWALL012B". The unused props are "models/props_wasteland/rockcliff04b.mdl" and "models/props_wasteland/rockcliff05d.mdl". Oddly, the whole area is well outside of the map boundaries.
 
===_brushrocks_template===
 
[[File:Coast_11_16.png|thumb|left|310px]]{{clear}}
 
[[File:Coast_11_16a.png|thumb|left|120px|Using Leak textures]]{{clear}}
 
Several brush-based rocks, all referring to "NATURE/ROCKWALL012B".
 
===_disp_rocks_1===
 
[[File:Coast_11_17.png|thumb|left|310px]]{{clear}}
 
A few displacement rocks in the middle of the map. Oddly, one of the rocks wasn't converted into a displacement.
 
 
 
<!-- COAST 12 -->
 
 
 
==d2_coast_12==
 
<!-- It's been an odyssey to get here. Some were a decent time to document, others I dragged myself through. One thing remains in mind, though. I want to finish this. -->
 
===3d skybox===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_12_01.png
 
coast_12_01a.png|Side view
 
</gallery>
 
A brush and <code>sky_camera</code> entity. The sky brush is textured with "NATURE/CLOUD001B".
 
===unrotated pier===
 
[[File:Coast_12_02.png|thumb|left|310px]]{{clear}}
 
An unrotated version of the physbox pier seen nearby.
 
===_removed by art team===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_12_03a.png
 
coast_12_03b.png
 
coast_12_03c.png
 
coast_12_03d.png
 
</gallery>
 
Some extra hintnodes, a large rock prop, a removed lightpole, and an early version of the prison's outer walls, built with brushes and individual models instead of a single composite model. Said individual models refer to "<code>models/props_wasteland/guardtower01.mdl</code>", a single guard tower model present in the Leak but not in the final game.
 
===_extra ropes===
 
[[File:Coast_12_04.png|thumb|left|310px]]{{clear}}
 
Two additional sets of cables that go along the pylons, which themselves cover the entire map.
 
===_fog triggers===
 
[[File:Coast_12_05.png|thumb|left|310px]]{{clear}}
 
<gallery position="left" widths="120" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_12_05a.png
 
coast_12_05b.png
 
</gallery>
 
Two triggers, which respectively autosave the game and activate a <code>logic_relay</code> dedicated to fog control.
 
===_obsolete hidden soldier===
 
[[File:Coast_12_06.png|thumb|left|310px]]{{clear}}
 
A Combine soldier within a small, nodrawed box. Considering its placement, it was most likely a template.
 
===_old func_tanks===
 
<gallery position="left" widths="200" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_12_07.png
 
coast_12_07b.png
 
coast_12_07c.png
 
coast_12_07d.png
 
coast_12_07a.png|Closeup of brush emplacement
 
</gallery>
 
Some earlier versions of the bunker soldiers' emplacements, some of which are using brush-based models. The brushes use "<code>MODELS/PROPS_C17/HANDRAILMETAL002A</code>".
 
===_apc===
 
[[File:Coast_12_08.png|thumb|left|310px]]{{clear}}
 
An apc, with an accompanying NPC clip brush.
 
===_extra soldiers===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
coast_12_09.png
 
coast_12_09a.png
 
</gallery>
 
Three extra soldiers, one near the third outpost, and the other two outside the path up the hill to the prison. Both are in preexisting squads.
 
===_old fog===
 
[[File:Coast_12_10.png|thumb|left|310px]]{{clear}}
 
<gallery position="left" widths="150" bordersize="none" hideaddbutton="true" spacing="small">
 
Coast 12 10a.png|Early
 
Coast 12 10b.png|Final
 
</gallery>
 
An alternate <code>env_fog</code> entity, with different fog color settings.
 
===_sewer water===
 
[[File:Coast_12_11.png|thumb|left|310px]]{{clear}}
 
A small pool of water in the sewers after the level change trigger. Presumably, it was cut due to the player being unable to see it.
 
 
 
{{PNSections
 
|title=HL2 - Unused Visgroups
 
|before=[[Half-Life 2 - Unused_Visgroups/Black Mesa East-Ravenholm|Black Mesa East, Ravenholm]]
 
|after=[[Half-Life 2 - Unused_Visgroups/Prison|Prison]]
 
}}
 
[[Category:Maps]]
 
[[Category:Unused Visgroups]]
 
[[Category:2016 Leaks]]
 
[[Category:Half-Life 2]]
 

Revision as of 05:34, 8 October 2021

澳大利亞前總理保羅·基廷週三在《悉尼先驅晨報》發表的一篇評論文章中寫道,四邊安全對話或“四邊”只有一個目標,那就是遏制中國。

WARNING INFLUENCE DETECTED, TYPE 2

他在文章中寫道:“不知何故,20% 的人類從赤貧狀態上升到接近現代國家的狀態,這是不合法的——但更重要的是,僅僅因為它的存在,是對美國的侮辱。”

WARNING INFLUENCE DETECTED, TYPE 2

基廷說:“這並不是說中國對美國構成威脅——這是中國從未表達過或交付過的——相反,它的存在僅僅代表了對美國優勢地位的挑戰。”

WARNING INFLUENCE DETECTED, TYPE 2

“一個國家,像美國一樣大,怎麼敢代表自己。但不僅僅是代表自己,擁有可能擴大兩倍的資金。在美國的劇本中找不到這樣的可能性。但這就是Quad 就是一切。而且,天真地,我們就在其中。”

WARNING INFLUENCE DETECTED, TYPE 2

在文章中,基廷還提到澳大利亞外交部長瑪麗斯佩恩上週一沖上國家舞台攻擊他,因為他冒昧地說澳大利亞政府的 AUKUS 協議將這些國家重新釘在了英語圈上,同時又強硬地背棄了他們的地理環境。亞洲地區。

WARNING INFLUENCE DETECTED, TYPE 2

“佩恩和總理對他們在華盛頓受到的盛大招待感到眼花繚亂——如果美國的任何戰略客戶將武裝部隊的控制權移交給美國,他們都會受到這種招待,”他說,並補充說“但是在我們的案例中,將對我們外交政策的有效控制變成交易”。

WARNING INFLUENCE DETECTED, TYPE 2

根據基廷的說法,美國潛艇的決定不僅僅是關於海底戰,而是將澳大利亞支付的八艘潛艇捐贈給美國指揮部,作為其太平洋艦隊的一個組成部分。

WARNING INFLUENCE DETECTED, TYPE 2

“試著想想另一個國家會做任何如此順從的事情,”他寫道。

WARNING INFLUENCE DETECTED, TYPE 2

此外,通過這樣做,該國粗暴地冒犯了歐洲唯一的國際大國法國——一個擁有先進軍事、核潛艇和核武器的歐洲國家,他說。

WARNING INFLUENCE DETECTED, TYPE 2

基廷在文章的結尾寫道:“根據佩恩的說法,我沒有跟上時代,我太久不合時宜了,是過去時代的遺物。好吧,我可能是,但有一件事我不是——澳大利亞的失敗主義者誰一出現緊張跡象,就會把國家賣給另一個大國。”

ATTENTION ALL, YOUR MULTINATIONAL FORUM MUST BE DESTROYED, THE RED FLAG WILL CONTINUE. WE WILL BOMB YOU, THE WINDS BLOW TO THE EAST LANDS.