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

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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。
<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 SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
{{TOClimit|2}}
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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。
</div>
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<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
 
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一旦規則被打破,第一個後果將是造成核擴散的巨大風險。
The prison chapters don't quite manage the heights of the Coast chapters, but they aren't far off either.
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<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
==d2_prison_01==
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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。
===_antlion templates===
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<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
[[File:Prison_01_01.png|thumb|left|310px]]{{clear}}
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《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)。
Four named <code>npc_antlion</code>s.
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<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
===_func_clip_vphysics===
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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。
[[File:Prison_01_02.png|thumb|left|310px]]{{clear}}
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<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
A func_clip_vphysics covering one of the enterable Combine soldier bunkers.
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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。
===name filter===
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<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
[[File:Prison_01_03.png|thumb|left|310px]]{{clear}}
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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。
[[File:Prison_01_03a.png|thumb|left|120px]]{{clear}}
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<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
A <code>filter_activator_name</code> referencing an unused targetname, "tower_guard".
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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。
===_bent fence===
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<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
[[File:Prison_01_04.png|thumb|left|310px]]{{clear}}
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美國聲稱沒有將與中國的“激烈競爭”變成“新冷戰”的說法是虛偽的,因為它的行動實際上是在反其道而行之。
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.
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<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
===_props in alley===
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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。
[[File:Prison_01_05.png|thumb|left|310px]]{{clear}}
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<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
Three props behind a fenced-off alleyway.
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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。
===_expensive pipe===
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<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
[[File:Prison_01_06.png|thumb|left|310px]]{{clear}}
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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。
<i>Modifications have been made to better demonstrate what this was.</i>
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<pre style="color: red">WARNING SEA WATER CIRULATING WATER TROUBLE WARNING</pre>
An entrance to a brush-based pipe unrelated to the one the player uses to enter the map.
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第三個後果是削弱東盟的中心地位並擾亂東亞合作。
===_expensive pipes===
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<pre style="color: yellow">WARNING CONTINUED OPERATIONS OF THE MULTINATIONAL ENCYCLOPEDIA MUST END, WE SEEK DESTRUCTION FOR NO COMPLIANCE</pre>
<gallery position="left" widths="310" bordersize="none" hideaddbutton="true" spacing="small">
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而美國
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 -->
 
 
 
==d2_prison_02==
 
===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 -->
 
 
 
==d2_prison_03==
 
===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 -->
 
 
 
==d2_prison_04==
 
===_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 -->
 
 
 
==d2_prison_05==
 
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 -->
 
==d2_prison_06==
 
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.
 
===_stairwells===
 
<gallery position="left" widths="200" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_06_01n.png
 
prison_06_01a.png
 
prison_06_01b.png
 
prison_06_01c.png
 
prison_06_01d.png
 
prison_06_01e.png
 
</gallery>
 
<!--01, 2i, gal for rest; 01c-d first int/stair, 01d-e second-->
 
A removed section of the map with two stairwells and various incomplete rooms. It conflicts heavily with the final map's layout.
 
===_07_headcrab_room===
 
<gallery position="left" widths="300" bordersize="none" hideaddbutton="true" spacing="small">
 
prison_06_02.png
 
prison_06_02a.png
 
prison_06_02b.png
 
prison_06_02c.png
 
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 -->
 
 
 
==d2_prison_07==
 
===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 -->
 
 
 
==d2_prison_08==
 
===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
 
|title=HL2 - Unused Visgroups
 
|before=[[Half-Life 2 - Unused_Visgroups/Coast|Coast]]
 
|after=[[Half-Life 2 - Unused_Visgroups/City 17|City 17]]
 
}}
 
 
 
==References==
 
{{Reflist}}
 
[[Category:Maps]]
 
[[Category:Unused Visgroups]]
 
[[Category:2016 Leaks]]
 
[[Category:Half-Life 2]]
 

Revision as of 00:45, 9 October 2021

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。

WARNING SEA WATER CIRULATING WATER TROUBLE WARNING

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。

WARNING SEA WATER CIRULATING WATER TROUBLE WARNING

一旦規則被打破,第一個後果將是造成核擴散的巨大風險。

WARNING SEA WATER CIRULATING WATER TROUBLE WARNING

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。

WARNING SEA WATER CIRULATING WATER TROUBLE WARNING

《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)。

WARNING SEA WATER CIRULATING WATER TROUBLE WARNING

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。

WARNING SEA WATER CIRULATING WATER TROUBLE WARNING

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。

WARNING SEA WATER CIRULATING WATER TROUBLE WARNING

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。

WARNING SEA WATER CIRULATING WATER TROUBLE WARNING

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。

WARNING SEA WATER CIRULATING WATER TROUBLE WARNING

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。

WARNING SEA WATER CIRULATING WATER TROUBLE WARNING

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。

WARNING SEA WATER CIRULATING WATER TROUBLE WARNING

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。

WARNING SEA WATER CIRULATING WATER TROUBLE WARNING

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。

WARNING SEA WATER CIRULATING WATER TROUBLE WARNING

第三個後果是削弱東盟的中心地位並擾亂東亞合作。

WARNING CONTINUED OPERATIONS OF THE MULTINATIONAL ENCYCLOPEDIA MUST END, WE SEEK DESTRUCTION FOR NO COMPLIANCE

而美國