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

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The prison chapters don't quite manage the heights of the Coast chapters, but they aren't far off either.
+
ब्रिटेन में सबसे शक्तिशाली अध्यात्मवादी
==d2_prison_01==
 
===_antlion templates===
 
[[File:Prison_01_01.png|thumb|left|310px]]{{clear}}
 
Four named <code>npc_antlion</code>s.
 
===_func_clip_vphysics===
 
[[File:Prison_01_02.png|thumb|left|310px]]{{clear}}
 
A func_clip_vphysics covering one of the enterable Combine soldier bunkers.
 
===name filter===
 
[[File:Prison_01_03.png|thumb|left|310px]]{{clear}}
 
[[File:Prison_01_03a.png|thumb|left|120px]]{{clear}}
 
A <code>filter_activator_name</code> referencing an unused targetname, "tower_guard".
 
===_bent fence===
 
[[File:Prison_01_04.png|thumb|left|310px]]{{clear}}
 
A fence prop, with some attached clip brushes. It clearly isn't for the current revision of the map, as it overlaps with a wall.
 
===_props in alley===
 
[[File:Prison_01_05.png|thumb|left|310px]]{{clear}}
 
Three props behind a fenced-off alleyway.
 
===_expensive pipe===
 
[[File:Prison_01_06.png|thumb|left|310px]]{{clear}}
 
<i>Modifications have been made to better demonstrate what this was.</i>
 
An entrance to a brush-based pipe unrelated to the one the player uses to enter the map.
 
===_expensive pipes===
 
<gallery position="left" widths="310" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_01_07.png
 
prison_01_07a.png
 
</gallery>
 
Three additional sets of brush-based pipes that were removed, with noticeable leftovers in the surrounding brushwork.
 
===_second depot model===
 
[[File:Prison_01_08.png|thumb|left|310px]]{{clear}}
 
A second, differently-placed depot model.
 
===_retarded brush spotlights===
 
[[File:Prison_01_09.png|thumb|left|310px]]{{clear}}
 
Two brush-based spotlights.
 
===_areaportal triggers===
 
[[File:Prison_01_10.png|thumb|left|310px]]{{clear}}
 
Two sets of triggers referring to "areaportal_tunnels", each telling it to either open or close.
 
===_fences===
 
[[File:Prison_01_11.png|thumb|left|310px]]{{clear}}
 
Some removed fences. In the present layout of the map, most of them overlap with the walls and/or floor.
 
===_perf removed soldiers===
 
<gallery position="left" widths="200" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_01_12.png
 
prison_01_12a.png
 
prison_01_12b.png
 
</gallery>
 
Three different combine soldiers scattered across various tower railings.
 
===_perf removed container===
 
[[File:Prison_01_13.png|thumb|left|310px]]{{clear}}
 
Two isolated dropship containers, which overlap with some similarly-placed dumpsters.
 
===_metal panels===
 
[[File:Prison_01_14.png|thumb|left|310px]]{{clear}}
 
Several scattered metal panels, placed around the concrete-floored courtyard.
 
===_excessive hints===
 
[[File:Prison_01_15.png|thumb|left|310px]]{{clear}}
 
A long continual line of hint brushes, ranging from the enterable combine soldier base to the lower concrete courtyard.
 
===_perf removed windows===
 
<gallery position="left" widths="200" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_01_16.png
 
prison_01_16a.png
 
prison_01_16b.png
 
</gallery>
 
Three sets of removed windows, all on inaccessible towers.
 
===_gunship vs player neutral===
 
[[File:Prison_01_17.png|thumb|left|310px]]{{clear}}
 
Two ai_relationship entities named "propanetank_penn_hates_me", which make the gunship neutral to players and antlions.
 
  
<!-- PRISON 02 -->
+
🕉✝☪ALL RELIGIONS में आपका स्वागत है
  
==d2_prison_02==
+
CWELL अनुभव, एक वापस लाया प्यार में विशेषज्ञता प्राप्त है
===2 objects===
 
[[File:Prison_02_01.png|thumb|left|310px]]{{clear}}
 
A simple light prop, and a matching <code>light</code> entity.
 
===water_lod trigger===
 
<gallery position="left" widths="310" bordersize="none" hideaddbutton="true" spacing="small">
 
Prison_02_02.png
 
prison_02_02a.png
 
</gallery>
 
A large set of triggers, that, despite their name, have no inputs or outputs.
 
===12 objects===
 
<gallery position="left" widths="310" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_02_03.png
 
prison_02_03a.png
 
</gallery>
 
A removed set of windows with walls between that are textured differently than from the rest of the room. Behind the white light emitter brushes are same glass windows.
 
===tunnel_playerclip===
 
[[File:Prison_02_04.png|thumb|left|310px]]{{clear}}
 
Two sets of playerclip affixed to the front and end of the tunnel that goes into the office with two dead Combine soldiers.
 
===_crate blocklos===
 
[[File:Prison_02_05.png|thumb|left|310px]]{{clear}}
 
A "toolsblock_los" brush similarly positioned to the supply crate. Presumably, it was used for the headcrab nearby.
 
===_bloated 3d skybox===
 
[[File:Prison_02_06.png|thumb|left|310px]]{{clear}}
 
A cut skybox, reusing the model seen previously on d2_coast_12.
 
  
<!-- PRISON 03 -->
+
अब कॉल करें ०६४६ ९९ .५ .४ पर IMMEDIATELY
  
==d2_prison_03==
+
प्यार एक खूबसूरत एहसास है, जो जीवन में कई नई और रोमांचक घटनाएं लेकर आता है। आजकल अधिकांश लोगों ने अपने प्यार को खो दिया है या बहुत कम कारणों से अपने प्यार को तोड़ते हैं। हालाँकि, अगर आप ब्रेक अप के बाद दुखी महसूस करते हैं, अगर आपको अपने पूर्व प्रेमी को वापस पाने की इच्छा है या अपने प्यार के साथ वापस जाने की इच्छा है, तो पंडित दास प्रभाष जी से मिलें। उनका वशीकरण मंत्र आपको निश्चित रूप से गठबंधन करने में मदद करेगा। यदि आप अपने प्यारे व्यक्ति के साथ रहते हैं या वह व्यक्ति जो अपने जीवन में अपने इच्छित प्यार के साथ रहता है, वह दूसरों की तुलना में सबसे भाग्यशाली व्यक्ति है।
===wall break2===
 
[[File:Prison_03_01.png|thumb|left|310px]]{{clear}}
 
Several <code>func_physbox</code>es in the same position as the wall that the antlion guard breaks.
 
===wall break===
 
[[File:Prison_03_02.png|thumb|left|310px]]{{clear}}
 
Another set of physboxes on the other wall the antlion guard breaks.
 
===peek script===
 
[[File:Prison_03_03.png|thumb|left|310px]]{{clear}}
 
[[File:Prison_03_03a.png|thumb|left|120px]]{{clear}}
 
A <code>scripted_sequence</code> named "showers_script_guard_1" without a target NPC that says to enter "peek_enter". A remnant from the older versions of this map where the antlion guard could peek into holes in the wall where the player could hide. It is not within the current map's boundaries.
 
===peek trigger===
 
[[File:Prison_03_04.png|thumb|left|310px]]{{clear}}
 
A <code>trigger_multiple</code> that activates the aforementioned "showers_script_guard_1".
 
===peek script 2===
 
[[File:Prison_03_05n.png|thumb|left|310px]]{{clear}}
 
The succeeding <code>scripted_sequence</code> to peek script's, which tells the again not-filled-out targetname to "peek_squeeze" Again, a remnant from the older versions.
 
===depot model===
 
[[File:Prison_03_06.png|thumb|left|310px]]{{clear}}
 
A depot model placed outside the map, overlapping with part of the unused skybox. The unused models shown use either of these two world models -
 
<code>models/props_wasteland/bridge_support.mdl</code>, or
 
<code>models/props_wasteland/tracksection.mdl</code>.
 
===5 objects===
 
[[File:Prison_03_07.png|thumb|left|310px]]{{clear}}
 
A set of <code>func_physbox</code>-based wood planks covering the doors in the shower antlion guard area.
 
===tau soldier===
 
[[File:Prison_03_08.png|thumb|left|310px]]{{clear}}
 
A <code>npc_combine_s</code>, <code>point_template</code>, and <code>ai_changehintgroup</code>. They appear to be connected to the cut "tau cannon" sequence, presumably hiding behind the cabinets after the player breaks the glass with the tau cannon.
 
===6 objects===
 
[[File:Prison_03_09.png|thumb|left|310px]]{{clear}}
 
Six <code>light_spot</code> entities, pointing to outside the second floor control room.
 
===8 objects===
 
[[File:Prison 03 10.png|thumb|left|310px]]{{clear}}
 
Two sets of four <code>light_spot</code> entities. They align fairly well with the (unlit) lights present above.
 
===1 object===
 
[[File:Prison_03_11a.png|thumb|left|310px]]{{clear}}
 
<gallery position="left" widths="150" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_03_11.png|Early
 
prison_03_11b.png|Final
 
</gallery>
 
An unused <code>light_environment</code>, with much darker colors than the final counterparts.
 
===control room light===
 
[[File:Prison_03_12.png|thumb|left|310px]]{{clear}}
 
A light_spot in a similar position and angle to the <code>light_spot</code>s present in "6 objects".
 
===scrap doors===
 
[[File:Prison_03_13.png|thumb|left|310px]]{{clear}}
 
A door prefab, with the surrounding geometry.
 
===button===
 
[[File:Prison_03_14.png|thumb|left|310px]]{{clear}}
 
A dev-textured button that is placed outside the map. No entities are tied to it.
 
===gate1 stuff===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_03_15.png
 
prison_03_15a.png
 
</gallery>
 
A slightly more complex button (that's actually tied to a <code>func_button</code>) and missing models, referring to "models/props_borealis/light_cagelight02_off.mdl".
 
===antlion nameholder===
 
[[File:Prison_03_16.png|thumb|left|310px]]{{clear}}
 
An <code>npc_antlion</code> entity named "chaser_ant".
 
===stairway_to_nowhere_fence===
 
[[File:Prison_03_17.png|thumb|left|310px]]{{clear}}
 
A fence that covers one side of the catwalk's railing.
 
===old_side_vent===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_03_18.png
 
prison_03_18a.png
 
</gallery>
 
A few transparent vent grates upwards from where the player is, and a nodrawed brush far further out. They overlap with the fan room in the final map.
 
===Old_Vort_Scenario===
 
A cut sequence. Based on speculation, the player was to rescue the Vortiguant, and have him charge the player's tau cannon in order to "break the glass". This would allow the player to access an otherwise-inaccessible guard booth, and the controls within.
 
Entities containing lines for the vortiguant are listed below:
 
{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 500px;"
 
|-
 
! scope="col"|Entity Name
 
! scope="col"|Text
 
|-
 
|text_vort_died
 
|You needed that vort to charge the tau cannon!
 
|-
 
|vort_message
 
|Freeman! The gate controls are in yonder guard booth.
 
|-
 
|vort_message
 
|Stand still, and I can charge your Tau Cannon. Use the secondary fire to shoot the button through the glass!
 
|-
 
|vort_message2
 
|Thank you, Freeman.
 
|-
 
|vort_message2
 
|I will follow behind and stay clear of the chaos that surrounds you.
 
|-
 
|vort_message2
 
|You may bring me your Tau cannon, and I will recharge it for you.
 
|}
 
This sequence (or something very similar to it) is mentioned in an interview<ref>[http://web.archive.org/web/20061019140953/http://www.computerandvideogames.com/article.php?id=147512 2006-10-12 Interview via CVG]</ref>:
 
<blockquote>
 
In the original HL2 there's a dead Vortigaunt in the prison who looks like he's been tortured to death. Well, in late HL2 development, he was alive. He was just sitting in his cell: you would let him out and he'd start running around fighting antlions with you. Everyone thought it was really cool, but it was too late to bite off all that work; making him an ally, making him play the game alongside you. We bookmarked it as something we should be doing, as we will in Episode Two. We always thought the Vort would be a fruitful character to develop.
 
</blockquote>
 
===oldventcover===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_03_20n.png
 
prison_03_20na.png
 
</gallery>
 
Two <code>func_physbox</code>es that serve as covers for the vents. Oddly, they are much wider than the actual vents are.
 
===spawner===
 
[[File:Prison_03_21.png|thumb|left|310px]]{{clear}}
 
[[File:Prison_03_21a.png|thumb|left|120px]]{{clear}}
 
A <code>point_template</code> named "guard_spawner". Oddly, it has no entities it is set to spawn.
 
===_3d skybox===
 
[[File:Prison_03_22.png|thumb|left|310px]]{{clear}}
 
Another unused skybox. Largely identical to d2_prison_02's.
 
===perf_pass===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_03_23.png
 
prison_03_23a.png
 
</gallery>
 
Four physics crates, varying in size. Two of them appear in pre-release screenshots of the map.
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_03_23b.png
 
prison_03_23c.png
 
</gallery>
 
  
<!-- PRISON 04 -->
+
गुरुजी फैमिली लव साइकिक एंड स्पिरिचुअलिस्ट एंड पॉम एंड हैंड रीडर, पंडित जी ने अच्छी तरह से सटीक रिपोर्टिंग देने का अनुभव किया
  
==d2_prison_04==
+
🕉9 वीं ज्योतिष की पीढ़ी
===_suppression train===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_04_01.png
 
prison_04_01a.png
 
</gallery>
 
A set of entities meant to allow the nearby Combine emplacement to provide suppressing fire towards the player's initial position.
 
===_tube lights in cells===
 
[[File:Prison_04_02.png|thumb|left|310px]]{{clear}}
 
Several scattered brush-based tube lights, placed occasionally in various cells.
 
===_func_tank shield===
 
[[File:Prison_04_03.png|thumb|left|310px]]{{clear}}
 
A Combine shield that protects the emplacement from being accessed.
 
===_old func_tank===
 
[[File:Prison_04_04.png|thumb|left|310px]]{{clear}}
 
An alternate version of the Combine emplacement gun. Some notable details include a additional muzzleflash entity, and the use of the OSIPR worldmodel instead of the dedicated "emplacement" model.
 
===_train camera scene===
 
[[File:Prison_04_05.png|thumb|left|310px]]{{clear}}
 
A leftover of a cut scene. What remains largely consists of a few (unmoving) train props, some <code>path_track</code> entities, a prison with two depots, and the surrounding composite prison prop.
 
===_obsolete monitor button===
 
[[File:prison_04_06.png|thumb|left|310px]]{{clear}}
 
[[File:prison_04_06a.png|thumb|left|120px]]{{clear}}
 
A simple button entity. There are two notable aspects of it - first, the front of it uses the cut "PROPS/DOORBUTTON001a". Second, among its inputs are several removed entities.
 
===_monitor lightglow===
 
[[File:Prison_04_07.png|thumb|left|310px]]{{clear}}
 
A light blue <code>env_lightglow</code>. It is strangely placed considering the position of the monitor.
 
  
<!-- PRISON 05 -->
+
किसी भी प्रकार की समस्याएँ गुरुजी को हल कर सकते हैं जैसे: प्रेम, व्यवसाय, विवाह, नौकरी, शिक्षा, पारिवारिक समस्याएँ, पति पत्नी की समस्याएँ, पूर्व प्रेम पीठ, स्वास्थ्य और सेक्स समस्याएँ, घर और न्यायालय मामले, Ect ....
  
==d2_prison_05==
+
क्या आप किसी भी समस्या का समाधान कर रहे हैं?
There are a few odd leftovers from e3_bugbait, but otherwise there isn't much to note.
 
===cloud layer skybox===
 
[[File:Prison_04_08.png|thumb|left|310px]]{{clear}}
 
A <code>sky_camera</code> and brush textured with "NATURE/CLOUD001B". They don't align with the current position of the skybox.
 
===old_collumns===
 
[[File:Prison_04_09.png|thumb|left|310px]]{{clear}}
 
Eight sets of brush-based columns. They only differ from the later columns in that regard.
 
===crusher_wall===
 
[[File:Prison_05_01.png|thumb|left|310px]]{{clear}}
 
Several entities, including a Combine wall prop.
 
===pre_kitchen_chargers===
 
[[File:Prison_05_03.png|thumb|left|310px]]{{clear}}
 
Two chargers.
 
===old_firefight_sound_soldiers===
 
[[File:Prison_05_04.png|thumb|left|310px]]{{clear}}
 
Three combine soldiers each named "cafe_setup_soldier", with an associated <code>ai_relationship</code> and <code>point_template</code>.
 
===disabled_window===
 
[[File:Prison_05_05.png|thumb|left|310px]]{{clear}}
 
An unused <code>point_bugbait</code>.
 
===music===
 
[[File:prison_05_06.png|thumb|left|310px]]{{clear}}
 
[[File:prison_05_06a.png|thumb|left|120px]]{{clear}}
 
An <code>ambient_generic</code>. It references the sound "e3_bugbait.combat_music1".
 
===antlion_windowbreaker===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_05_07.png
 
prison_05_07a.png
 
</gallery>
 
A sequence where an antlion breaks open the window, and falls through. "disabled_window" is associated with this visgroup.
 
===_second depot===
 
[[File:Prison_05_08.png|thumb|left|310px]]{{clear}}
 
Another depot brush, similarly placed to the others.
 
===_old pillars===
 
[[File:Prison_05_09.png|thumb|left|310px]]{{clear}}
 
A very slightly different version of the pillar brushes in the laundry room.
 
<gallery type="slideshow" widths="500" position="center">
 
prison_05_09_cs_1a.png|Final version
 
prison_05_09_cs_1b.png|Early version
 
</gallery>
 
===_chute headcrab===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
Prison_05_10a.png
 
Prison_05_10.png
 
</gallery>
 
Several entities for a cut sequence where a headcrab falls from a vent into a bin.
 
===pit_fire_ground===
 
[[File:Prison_05_11.png|thumb|left|310px]]{{clear}}
 
One displacement and an <code>info_overlay</code>.
 
===old_laundry_cart_logic===
 
[[File:prison_05_12.png|thumb|left|310px]]{{clear}}
 
[[File:prison_05_12a.png|thumb|left|120px]]{{clear}}
 
A logic_auto that toggles six removed entities named variations of "laundry_rail_train_#".
 
===legecy_misc===
 
[[File:prison_05_13.png|thumb|left|310px]]{{clear}}
 
[[File:prison_05_13a.png|thumb|left|120px]]{{clear}}
 
A math_counter that mentions the a cut entity named "defense_3_spawner".
 
===_stair frames===
 
[[File:Prison_05_14.png|thumb|left|310px]]{{clear}}
 
Alternate frame brushes for 3 sets of stairs in the laundry room. They use the texture "plaster/plasterwall034a", instead of "metal/metalstair003a".
 
===old_light===
 
[[File:prison_05_15.png|thumb|left|310px]]{{clear}}
 
[[File:prison_05_15a.png|thumb|left|120px]]{{clear}}
 
A neon blue light_spot that is pointed through a window.
 
===perf_pass===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_05_16.png
 
prison_05_16a.png
 
</gallery>
 
A removed vent structure, some miscellaneous <code>light</code>s, and a combine soldier used in one of the cafe's squads.
 
===_wall ambient===
 
[[File:prison_05_17.png|thumb|left|310px]]{{clear}}
 
[[File:prison_05_17a.png|thumb|left|120px]]{{clear}}
 
An <code>ambient_generic</code>. The sound it uses references e3_c17_02.
 
===_obsolete concrete models===
 
[[File:prison_05_18.png|thumb|left|310px]]{{clear}}
 
Three invalid concrete models. They all refer to "models/props_debris/concrete_chunk02c.mdl".
 
===_cafe low walls===
 
[[File:prison_05_19.png|thumb|left|310px]]{{clear}}
 
Two "low" walls placed between the gaps of two columns.
 
===_old fire igniter===
 
[[File:prison_05_20.png|thumb|left|310px]]{{clear}}
 
An explosive func_breakable that triggers the nearby fire entities.
 
===_guard attack trigger===
 
[[File:prison_05_21.png|thumb|left|310px]]{{clear}}
 
A trigger that activates a nearby <code>aiscripted_schedule</code>.
 
  
<!-- PRISON 06 -->
+
*प्यार का सम्मोहन
==d2_prison_06==
+
* पूर्व लोड बैक
This map uses a strange mishmash of <i>two</i> different "HIDDEN" parent visgroups, and still has a few that are in neither. Some leftovers imply that it used to have parts of what became d2_prison_07 as well.
+
* ब्लैक मैजिक REMOVAL
===_stairwells===
+
* व्यापार समस्या
<gallery position="left" widths="200" bordersize="none" hideaddbutton="true" spacing="small">
+
*जॉब प्रोमोशन
prison_06_01n.png
+
* बीमारी
prison_06_01a.png
+
*भाग्य
prison_06_01b.png
+
*अदालत के मामले
prison_06_01c.png
+
* मैरिज प्रॉब्लम
prison_06_01d.png
+
* ABROAD चार्ट
prison_06_01e.png
+
* ENENEMY
</gallery>
+
* बच्चे प्रोब्लम
<!--01, 2i, gal for rest; 01c-d first int/stair, 01d-e second-->
+
*डिप्रेशन,
A removed section of the map with two stairwells and various incomplete rooms. It conflicts heavily with the final map's layout.
+
*बुरी आत्माओं
===_07_headcrab_room===
+
* Vodoo
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
+
* जादू टोना
prison_06_02.png
+
* OBEA
prison_06_02a.png
+
* EVIL EYE PROBLEMS
prison_06_02b.png
+
* पति और जीवन समस्याएँ
prison_06_02c.png
+
* सेक्शुअल प्रॉब्लम ईटीसी
prison_06_02d.png
 
prison_06_02e.png
 
prison_06_02f.png
 
</gallery>
 
A partially-complete bit of map layout encased in a box. It overlaps with one of the camera rooms.
 
===_arch===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_06_03.png
 
prison_06_03a.png
 
</gallery>
 
A brush-based arch. While the lowest sections of it overlap with the ceiling, the rest ends up outside the map.
 
===_hints===
 
[[File:prison_06_04.png|thumb|left|310px]]{{clear}}
 
Several hintbrushes in the visible "citadel" area.
 
===_broken window straight===
 
[[File:prison_06_05.png|thumb|left|310px]]{{clear}}
 
A non-rotated version of the nearby broken window. Curiously, the frame uses metal/metalwall087a as opposed to metal/metalwall062a.
 
===_debug alyx===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_06_06.png|Inside
 
prison_06_06a.png|Outside
 
</gallery>
 
A developer-textured box with Alyx, a camera, and several other entities.
 
<!--
 
I think that this is a predecessor to the alyx camera thing, but I'm not sure if that's in 07 or not
 
-->
 
===_elevator_old===
 
[[File:prison_06_07.png|thumb|left|310px|Moved from original position]]{{clear}}
 
A simplistic <code>func_tracktrain</code> that seems to have served as a placeholder for the later elevator. All faces are nodrawed except for the floor, which uses a dev texture.
 
===_duct_ladder===
 
[[File:prison_06_08.png|thumb|left|310px]]{{clear}}
 
A ladder. It doesn't seem to be placed near any ducts.
 
===_rubblebrush1===
 
[[File:prison_06_09.png|thumb|left|310px]]{{clear}}
 
A large, partially jagged displacement. It is placed much higher than the remaining "debris" is.
 
===_alyx_tutorial_scripts===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_06_10.png
 
</gallery>
 
Two sets of <code>logic_choreographed_scene</code> entities, one with two <code>game_text</code> entities:
 
*There's a turret around the corner up ahead.
 
*You can try to knock it over with a grenade if you have any left.
 
===_old_doorway===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_06_12.png
 
prison_06_12a.png
 
</gallery>
 
A doorway that leads to nowhere. Its entrance is directly behind where a vending machine and recycle bin is in the final.
 
===old_vent===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_06_13.png
 
prison_06_13a.png
 
</gallery>
 
Two <code>func_physbox</code> vent covers.
 
===_wall terrain===
 
[[File:prison_06_14.png|thumb|left|310px]]{{clear}}
 
A displacement-based "destroyed" wall, which is more open than the final counterpart.
 
===weird_alyx_ai_relationships===
 
[[File:prison_06_15.png|thumb|left|310px]]{{clear}}
 
Two <code>ai_relationships</code> which tell Alyx to hate an unspecified target.
 
===fire_hole_patch===
 
[[File:prison_06_16.png|thumb|left|310px]]{{clear}}
 
A displacement near an <code>env_fire</code> entity.
 
===follow_trigger===
 
[[File:prison_06_17.png|thumb|left|310px]]{{clear}}
 
[[File:prison_06_17a.png|thumb|left|120px]]{{clear}}
 
Trigger that tells Alyx to stop moving forward, and follow the player.
 
===bugfixin===
 
[[File:prison_06_18.png|thumb|left|310px]]{{clear}}
 
A <code>phys_lengthconstraint</code>. It was presumably removed to fix a bug with the nearby rope.
 
===1 object===
 
[[File:prison_06_19.png|thumb|left|310px]]{{clear}}
 
A concrete wedge. It was likely replaced by the more visually interesting half-collapsed wall.
 
  
<!-- PRISON 07 -->
+
अपने पूर्व, भविष्य और भविष्य के बारे में जानें
  
==d2_prison_07==
+
ADINGEXPERT को PALM REPORT, HOROSCOPE, PHOTO और DATE OF BIRTH
===unused model struts===
 
[[File:prison_07_01.png|thumb|left|310px]]{{clear}}
 
Some slightly different struts on the strutted walls.
 
<gallery type="slideshow" widths="500" position="center">
 
prison_07_01_cs_1a.png|Final version
 
prison_07_01_cs_1b.png|Old version
 
prison_07_01_cs_2a.png|Final version
 
prison_07_01_cs_2b.png|Old version
 
</gallery>
 
===wood door planks===
 
[[File:prison_07_02.png|thumb|left|310px]]{{clear}}
 
Some wooden plank props placed on the door leading to the maintenance area.
 
===second turret debug===
 
[[File:prison_07_03.png|thumb|left|310px]]{{clear}}
 
Six different <code>ai_relationships</code> telling "turret_buddy" to hate Combine soldiers, manhacks, and like Alyx and the player.
 
===unused landing===
 
[[File:prison_07_04.png|thumb|left|310px]]{{clear}}
 
A, as you may have guessed, unused landing placed in the largest maintenance room. It has its own ladder for getting up on to it.
 
===_turret battle railings===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_07_05.png
 
prison_07_05a.png
 
</gallery>
 
Two sets of railings on the platforms leading to the stairwells outside the first "defense" room.
 
===_ugly_lighting_pipes===
 
[[File:prison_07_06.png|thumb|left|310px]]{{clear}}
 
Two pipe props in the damaged stairwell.
 
  
<!-- PRISON 08 -->
+
हम आपको घर के लिए सुरक्षा प्रदान करते हैं - व्यवसाय और व्यक्तिगत मामला।
  
==d2_prison_08==
+
P POWERFUL PRAYERS का प्रदर्शन करके सभी प्रकार के काले जादू और बुरी चीजों को दूर करें
===1 object===
 
[[File:prison_08_01.png|thumb|left|310px]]{{clear}}
 
A <code>trigger_once</code> that activates "logic_enable_behind_field".
 
===hidden for artpass===
 
[[File:prison_08_02.png|thumb|left|310px]]{{clear}}
 
A single func_areaportal that is open by default. It has no inputs or outputs.
 
===2lightsinmossmanroom===
 
[[File:prison_08_03.png|thumb|left|310px]]{{clear}}
 
Two <code>light_spot</code>s in Mossman's room.
 
  
{{PNSections
+
PRYOUR विज़ेट को निजी और गोपनीय रखा जाएगा
|title=HL2 - Unused Visgroups
 
|before=[[Half-Life 2 - Unused_Visgroups/Coast|Coast]]
 
|after=[[Half-Life 2 - Unused_Visgroups/City 17|City 17]]
 
}}
 
  
==References==
+
EV100% नेगेटिव ऊर्जा और ईविल स्पिरिट्स के अवशेष
{{Reflist}}
+
 
[[Category:Maps]]
+
🔹100% वास्तविक और गारंटी परिणाम
[[Category:Unused Visgroups]]
+
अब कॉल करें ०६४६ ९९ .५ .४ पर IMMEDIATELY
[[Category:2016 Leaks]]
 
[[Category:Half-Life 2]]
 

Revision as of 02:36, 18 July 2020

ब्रिटेन में सबसे शक्तिशाली अध्यात्मवादी

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अब कॉल करें ०६४६ ९९ .५ .४ पर IMMEDIATELY

प्यार एक खूबसूरत एहसास है, जो जीवन में कई नई और रोमांचक घटनाएं लेकर आता है। आजकल अधिकांश लोगों ने अपने प्यार को खो दिया है या बहुत कम कारणों से अपने प्यार को तोड़ते हैं। हालाँकि, अगर आप ब्रेक अप के बाद दुखी महसूस करते हैं, अगर आपको अपने पूर्व प्रेमी को वापस पाने की इच्छा है या अपने प्यार के साथ वापस जाने की इच्छा है, तो पंडित दास प्रभाष जी से मिलें। उनका वशीकरण मंत्र आपको निश्चित रूप से गठबंधन करने में मदद करेगा। यदि आप अपने प्यारे व्यक्ति के साथ रहते हैं या वह व्यक्ति जो अपने जीवन में अपने इच्छित प्यार के साथ रहता है, वह दूसरों की तुलना में सबसे भाग्यशाली व्यक्ति है।

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क्या आप किसी भी समस्या का समाधान कर रहे हैं?

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अपने पूर्व, भविष्य और भविष्य के बारे में जानें

ADINGEXPERT को PALM REPORT, HOROSCOPE, PHOTO और DATE OF BIRTH

हम आपको घर के लिए सुरक्षा प्रदान करते हैं - व्यवसाय और व्यक्तिगत मामला।

P POWERFUL PRAYERS का प्रदर्शन करके सभी प्रकार के काले जादू और बुरी चीजों को दूर करें

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🔹100% वास्तविक और गारंटी परिणाम अब कॉल करें ०६४६ ९९ .५ .४ पर IMMEDIATELY