Half-Life 2 - Unused Visgroups/Trainstation

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The trainstation chapters, in comparison to others, have a moderate number of visgroups. They aren't disappointing, though.

d1_trainstation_01

The first of many maps. A few oddities, but nothing major.

BarneyIntro_Placeholder

Trainstation 01 01.png

Appearing in the checkpoint where Barney first meets the player, it was used for testing this sequence. It uses an advance info_player_start and a few entities meant to begin Barney's sequence.

Trivia

  • One of the used visgroups is named "anti-jackass player clips".
  • The usual "_removed by art team" is active, but nothing seems to be tied to it.


d1_trainstation_02

In contrast to the conservative d1_trainstation_01, there are a much greater number of unused visgroups.

_old_fillerlights

Trainstation 02 01.png

A set of four grey lights in the food dispensary area before the player exits onto the plaza. They appear to have been placeholders from before later lighting was added.

_old_combine platform

Trainstation 02 02a.png

A brush-based metallic platform in the trainstation plaza.

_old_delicounter

Trainstation 02 03n1.png

Two sets of counter props.

_upper fire escape

Trainstation 02 04.png

A fire escape further up, matching the one the player uses to get over the fence.

_shield buzz

Trainstation 02 05.png

A trigger_multiple and two ambient_generics that serve seemingly the same role as the lone ambient_generics in the final version.

_hanging hallway lights

Trainstation 02 06.png

Two sets of lanterns attached to the sides of the doors to the plaza.

_padlock

Trainstation 02 07.png

A padlock on a door in the hallway prior to the "pick up the can" scene. In retail, the door is still unable to be opened despite the lack of any visible hindrance.

check_for_problems_cleanup

Trainstation 02 08.png

Two sets of trigger_multiple entities that tell a removed entity referred to as "plaza_right_side" to open. This seems to be a leftover from the Leak version of the map, where gates were present between the triggers.

_shield glows

Trainstation 02 09.png

Two env_lightglows affixed to either side of the left Combine gate in the main plaza.

_obsolete logic autos

Trainstation 02 12.png
Trainstation 02 12a.png

An unused logic_auto entity.

_other extra dumpster

Trainstation 02 10.png

A dumpster on the other side of the fence the player drops onto. Overlaps with a crate prop.

_extra shield layer

Trainstation 02 11.png

An odd Combine shield brush placed well outside of the checkpoint.

Trivia

  • There is a used visgroup called "extra dumpster", which unlike its "other" counterpart made it into the final version.
  • These is no "removed by art team" visgroup present.


d1_trainstation_03

Relatively uninteresting, though with some minor points of note.

_Raid_playerstart

Trainstation 03 01.png

A info_player_start and logic_auto shortly before the first apartment hallway.

_DoorBracer_PStart

Trainstation 03 02.png

The same entities, at the start of the second stairwell during the beginning of the metrocops' intervention.


d1_trainstation_04

Nothing significant.


d1_trainstation_05

_not visible buildings

Trainstation 05 01.png

Several, as the title states, not visible buildings to the left of the player in Kleiner's courtyard. Despite this, the nodraw on their surfaces implies someone thought they were visible from that angle.


d1_trainstation_06

Unlike most of the previous maps, d1_trainstation_06 has a wide variety of visgroups, both insignificant and noteworthy.

rope track 1 through 4

Trainstation 06 04.png

Four separate sets of two cables running lengthwise along the railway.

_train trigger hurt

Several trigger_hurt entities for both a used and removed train.

power lines

Trainstation 06 05a.png

Four sets of lines running from the skybox to the trainstation.

_first cop rush trigger

Trainstation 06 06.png

Two sets of triggers, one of them hidden. The unused trigger_once points to several obsolete targetnames.

_second ladder

Trainstation 06 07.png

An unused ladder that serves the same role as the traincar in allowing the player to get over the fence.

_better traincar

Trainstation 06 09.png

A floating brush-based traincar. It is used fairly early on, and has a lot of similarities to the "refugee traincar" the player encounters in the next map.

_third traincar

Trainstation 06 10.png

A similarly-positioned floating traincar, with different textures. A modified version of it is used to get the player over the fence.

_third ladder

Trainstation 06 11b.png

Another ladder a slight distance away from "_second ladder" that goes up the opposing train.

_enemyfinders

Trainstation 06 12A.png

Four npc_enemyfinder entities.

_foot ladder

Trainstation 06 13.png

A short step ladder. A rotated version of it is used to enter the brush-based train the player uses to exit the trainyard.

1 object

Trainstation 06 14.png

A train model in the same position as the later brush-based train.

_first ladder

Trainstation 06 15.png

Another climbable ladder. Unlike the others, it is not placed against a train.

_scrap footladders

Trainstation 06 16.png

Two brush-based footladders that are fairly close together. They have very similar positioning to their used counterpart.

_chain link strut things

Trainstation 06 17.png

Several prop_statics that apparently were used for the struts of the bridge. They refer to a cut model, "interior_fence_003c.mdl".

_old struts

Trainstation 06 18.png

An earlier version of the struts present on the bridge with a different texture.

_1st boxcar stairs

Trainstation 06 19.png

Another brush-based footladder. It overlaps with a few plastic crates.

_exploding barrel

Trainstation 06 20.png

A sequence meant to tell nearby metrocops to shoot the explosive barrel, detonating it.

_old transition stuff

Trainstation 06 21.png

A health charger, landmark, and level transition trigger. The used trigger is placed earlier on the path.

_hallucination stuff

Trainstation 06 22.png

Several textures have imported from the Leak in order to better present what this may have been.
A cut "hallucination" sequence placed within a small room. Four func_tracktrains are present, with differing numbers as filenames - 1, 8, 15, 17. The leftovers of it within the visgroup appear to be incomplete, as there is no clear reason for the gaps in numbers, and all of them refer to a "imagetrack1" which is not present. It would seem that the player would have the "hallucinations" rush past him, and be returned to what was actually happening.

_barney ivy

Trainstation 06 23.png

A plant decal placed on Barney's ledge. It retail, it is effectively replaced by a model.

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