Difference between revisions of "Hyper Era"

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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。
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The "<b>Hyper</b>" (abbreviation of Hyperborea) era of Half-Life 2 development was the earliest known period of Official (i.e. the project is being worked on as a company project, with assets being created) development on HL2.
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== Summary ==
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。
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[[File:Hyperborea opening-0.jpg|thumb|300px|One of Half-Life 2's earliest pieces of released concept art, depicting Gordon Freeman and possible early alien soldiers (presumably) upon the ''Hyperborea''.]]
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Around the Hyper era's time, several plot elements began to take shape, including the existence of chapters on a boat in the arctic, the Combine, and Odell. Only a little information has been compiled over time, mostly through the efforts of the leak community (who collectively scoured the [[The 2003 Leak|HL2 2003 leak]]), along with information from Valve figureheads such as Marc Laidlaw and David Speyrer.
一旦規則被打破,第一個後果將是造成核擴散的巨大風險。
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The Era started in mid 1999 (as evidenced by the earliest associated information (being odell's sound file dates, 11-18/11/1999, and Ipion physics being referenced and used in this time)), and ended when the team settled on the "circular story method"<ref>[https://archive.org/stream/HalfLife2RaisingTheBarUncorrectedProof/Half-Life-2-Raising-The-Bar-Uncorrected-Proof#page/n200/mode/2up ''Half-Life 2: Raising the Bar'' (uncorrected proof), pages 199 & 208]</ref>, sometime around early to mid 2000.
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。
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== Known Information ==
《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)。
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=== ''General Story'' ===
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。
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According to information given out by the Half-Life series' writer Marc Laidlaw as well as files found within the 2003 leak shown below, the general story of the era was to go something like this:
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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。
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You start on an icebed, as you hear bells in the distance. You make your way to the source of the bells, as the fog clears, revealing the ice-locked Hyperborea. You enter in through a hole in the side of the hull, as you encounter Stalkers, Soldiers, Headcrabs, and Sackticks. Eventually you meet up with Odell, and you both go in a submarine to Kraken Base. You encounter many Stalkers doing labor, and eventually meet up with Elena. However, the base gets flooded, and you narrowly make your escape from Kraken, rescued by some Rebels using an escape pod. You make your way to Weather Control, where you got on a C-130 and made your way to the city, where it gets gunned down and crashes into a skyscraper. Once inside, you make your way down to the streets and fight your way to the Citadel, where you have a final confrontation with the Consul.
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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。
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According to Marc, they never built most of this. The story was always changing. None of it was ever set in stone.
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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。
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Another account from Geoff Kieghely's 'The Final Hours of Half-Life 2' states that the Hyperborea was a ship bound for the city, and that Gordon would board it to be greeted by a pre-rebellion occupied metropolis, playing out similarly to later eras' slow reveal of the world to the player<ref>[https://www.gamespot.com/articles/the-final-hours-of-half-life-2/1100-6112889/ ''The Final Hours of Half-Life 2'']</ref>. It's unclear if this was an amalgamation of early story ideas edited for the sake of article brevity, or if this was a natural evolution of ideas from the tail end of the Hyper Era.
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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。
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<gallery>
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File:overview1.jpg | Kraken Base Sketch
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。
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File:overview2.jpg | Ditto
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File:overview3.jpg | Ditto
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。
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</gallery>
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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。
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=== ''Locations'' ===
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Whereas the Pre-Pitch Era mostly consisted of a random variety of "cool"-sounding locations, the Hyper Era took those pieces and strung them together into a more coherent plot:  
第三個後果是削弱東盟的中心地位並擾亂東亞合作。
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<pre style="color: yellow">WARNING CONTINUED OPERATIONS OF THE MULTINATIONAL ENCYCLOPEDIA MUST END, WE SEEK DESTRUCTION FOR NO COMPLIANCE</pre>
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{| class="wikitable"
而美國
+
|-
 +
! Location !! Explanation !! Cut/Survived into next era?
 +
|-
 +
| Hyperborea || The starting area, a boat wedged in Arctic ice that you'd board and be slowly introduced to the story, allies and enemies || Yes, but renamed
 +
|-
 +
| Kraken Base || An undersea base (now definitively named Kraken) that would've been one of the early-game locales || Yes
 +
|-
 +
| Arctic || An Arctic base called Spire (according to some accounts, the Weather Control) was a set-piece set after escaping Kraken, with the C-130 exit || Yes
 +
|-
 +
| Vertigo || It was in this era where the idea of 'crash into a skyscraper' in a Chicago-like city became solidified || Yes
 +
|-
 +
| City || The main city location, formed out of a combination of the previous eras' various stylised urban areas and alien races || Partially, but renamed
 +
|-
 +
| The Citadel || HQ of the game's main baddie, took shape as a 'final confrontation' location || Yes
 +
|}
 +
 
 +
=== ''Emails'' ===
 +
A number of emails discussing this era are available.
 +
<gallery position="center" bordersize="none" hideaddbutton="true">
 +
Butou_hyper_pt1.png|2-part discussion of how the game would have started aboard the Hyperborea
 +
Butou_hyper_pt2.png
 +
Hyperlewdlew.png
 +
</gallery>
 +
 
 +
=== ''Leak files'' ===
 +
Many remnants of the Hyper era exist across the leaked build and source code —
 +
 
 +
==== ''Sound files'' ====
 +
The sound folder within the 2003 leak contains some of the oldest assets to date within the entire build - a few of which even date back to 1999. Within the "\ambient\hyper" directory are many ambient sounds indicative of a ship's deck in a windy environment, one of these "wind" files even being a direct rip from Half-Life 1. An interesting file to note is "kraken_radio.wav", a long stream of dialogue referencing both the ''Hyperborea'' and Kraken Base. The transcript can be found below:
 +
 
 +
<blockquote>''"Hyperborea, come in please, this is Kraken Base, do you read? Our situation is critical down here, we thought you were sending someone! I repeat, this is Kraken Base calling Hyperborea, is anybody up there? We are in serious trouble!"''</blockquote>
 +
 
 +
Another intriguing sub-directory is the standalone "\odell" folder, which contains quite a bit of information on both the old story and the location itself that the dialogue was supposed to be implemented in. These voicelines were apparently supposed to be part of a dynamic dialogue system allowing for the player or enemies to interrupt the npc before picking up where they left off.<ref name="VAEmail">[https://valvearchive.com/mail-vault/laidlaw/ Half-Life 2 Lost Coast]</ref> Most of the files are detailed [[Odell|Here]], the most intriguing of which is "odelltest.wav", the transcript of which can be found below:
 +
 
 +
<blockquote>''"I knew this trip was gonna end in a bad way. Old days you'd never take such a risk with a ship like this, but they were desperate. Runnin' supplies out here to the ice station and that place underneath us. They didn't listen to me- half the crew were scientists anyway, up to god-knows-what. Wouldn't listen when I told 'em it was time to pull out! Captain turned a deaf ear too, guess you can't blame him- desperate times. Once we were ice-bound, we were no use to anybody. Some of the men laid out across the ice, right around then those warships found us. That was pretty much the end.. but they pelted with these.. tick pods that came flyin' down all over the deck. They hit ya, you were dead, that wasn't such a bad way to go considerin'... thought they were bombs- duds, y'know.. 'till they started hatchin'. Once I figured out these sacktick things didn't like the cold too much, I shut off the generator, let the whole ship ice over. That did the trick, mostly- there was no-one left to hang a medal on me. I tried to send a distress call, radios were messed up. Scientists didn't want anyone knowin' we were out here, guess I shoulda known they were resistance.. is that what you are? That outfit assures you ain't no spy.. looks like it hurts getting in to it. Makes this gumby suit look cozy by comparison! Haha.. ha.."''</blockquote>
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 +
 
 +
===== ''oldtrans.txt'' =====
 +
In the materials directory of the Half-Life 2 leak, there is a standalone text file named ''oldtrans.txt'','' ''containing what appears to be a vast assortment of material designation changes most likely from an older era of development, it is possible that this file was auto-created after Valve switched texture formats from bmp (or something similar) to vmt/vtf.
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 +
Inside the large amalgamation of texture designations are file locations, most referencing abbreviations of old story segments: "deep" (which is the nickname for the Kraken Base chapter), "spi", aka Spire (which is presumed to be the name of an early arctic segment, judging by the snow textures referenced), "obj", aka object(s) (which references the brush prop textures present in the game), "urb", aka Urban (the early designation for City 17), "waste" (the nickname for the wastelands of Earth in HL2), "vert", aka Vertigo (the designation for the chapter in which Gordon scales a large skyscraper down into the streets below), and finally, "hyp", aka Hyperborea (one of the earliest known chapter segments of Half-Life 2's development).
 +
 
 +
This text provided has proven more than useful to the community of leak mappers wanting to implement proper texture fixes/replacements to many older maps present in the WC mappack.
 +
 
 +
===== ''Leftover Pre-VTF references'' =====
 +
Some leftover references to the pre-VTF texture naming system are present in the WC Mappack thanks to copy-pasting of geometry from pre-VTF maps. This confirms that oldtrans' textures were used at one point.
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Known references are listed below:
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 +
<code>{urb_trainstationrail03c<br />
 +
spi_interiorpipemetal03a<br />
 +
urb_exteriorwall11a<br />
 +
urb_trainstationarc02d</code><br />
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 +
==== ''hyper.bat and hyper_fog.bat'' ====
 +
Located within the "\hyper" and "\randy" sub-directories of the WC mappack are these two batch files. They are both the oldest known files within the entire leak, with their modification dates each going back to 7/29/1999, the key date of the Hyper era. Inside "hyper.bat" is some brief code indicating map compiling preferences and perhaps early fog technology (when it was still a new feature to the Source engine). Not much can be told from these files alone, but hyper_fog does reference the .map file format, potentially hinting at what format older Half-Life 2 development maps used. It is possible that these batch files were used to compile ancient HL2 maps, such as the elusive "Hyper_001", which is discussed below.
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 +
====''Liblist.gam'' ====
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Liblist.gam is normally used to specify basic aspects of HL1 mods, such as the map the player starts off in (after clicking "New Game"). It appears in the Half-Life 2 leak, under <code>\hl2\scripts\</code>. Among other bits of text, it references the "startmap" being "Hyper_001".
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The full text of the file is below:
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 +
<blockquote style="font-size:15px">
 +
// Valve Game Info file<br />
 +
// These are key/value pairs. Certain mods will use different settings.<br />
 +
//<br />
 +
game "Half-Life 2"<br />
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startmap "Hyper_001"<br />
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trainingmap "t0a0"<br />
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hlversion "1000"<br />
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mpentity "info_player_deathmatch"<br />
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</blockquote>
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 +
 
 +
==== ''hl2_scripts.dsp'' ====
 +
hl2_scripts.dsp is a C++ project solution file that offers a look at the scripts folder during an earlier point in development. A number of interesting listings are contained within it, including a mention of the infamous sacktick. Something else of note is the mention of AI schedules, which is unusually placed both in the scripts folder and as a separate .sch file (normally, NPC schedules are indicated directly within the source code). A compilation of file references is below:
 +
{| border="0" cellpadding="0" cellspacing="0" class="article-table" style="width: 500px;"
 +
|-
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! scope="col" |AI Schedules
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! scope="col" |AI Schedules (npc_)
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! scope="col"|Weapon Scripts
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! scope="col"|Misc. Files
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|-
 +
|
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*barney.sch
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*citizen.sch
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*default.sch
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*kungfu_owen.sch
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*lead_monster.sch
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*metro_police.sch
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*odell.sch
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*proto_sniper.sch
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*sacktick.sch
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*scanner.sch
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*talk_monster.sch
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|
 +
*npc_assassin.sch
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*npc_barnacle.sch
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*npc_barney.sch
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*npc_bullsquid.sch
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*npc_combine.sch
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*npc_conscript.sch
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*npc_headcrab.sch
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*npc_manhack.sch
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*npc_mortarsynth.sch
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*npc_odell.sch
 +
*npc_stalker.sch
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*npc_vortigaunt.sch
 +
*npc_wscanner.sch
 +
*npc_zombie.sch
 +
|
 +
*weapon_ar1.txt
 +
*weapon_ar2.txt
 +
*weapon_binoculars.txt
 +
*weapon_brickbat.txt
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*weapon_flaregun.txt
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*weapon_hmg1.txt
 +
*weapon_iceaxe.txt
 +
*weapon_ml.txt
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*weapon_molotov.txt
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*weapon_physgun.txt
 +
*weapon_shotgun.txt
 +
*weapon_slam.txt
 +
*weapon_smg1.txt
 +
*weapon_smg2.txt
 +
*weapon_sniperrifle.txt
 +
*weapon_stunstick.txt
 +
|
 +
*640_hud.txt
 +
*kb_act.lst
 +
*kb_def.lst
 +
*kb_keys.lst
 +
*liblist.gam
 +
*materials.txt
 +
*rooms.lst
 +
*sentences.txt
 +
*settings.scr
 +
*woncomm.lst
 +
|}
 +
<!-- [https://facepunch.com/showthread.php?t=1544804&p=52166610&viewfull=1 Source] -->
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 +
 
 +
==== ''func_precipitation'' ====
 +
Present in <code>effects.cpp</code> is the following comment:
 +
 
 +
<blockquote style="font-size:15px">
 +
//=========================================================<br />
 +
// func_precipitation - temporary snow solution for first HL2<br />
 +
// technology demo<br />
 +
//=========================================================
 +
</blockquote>
 +
 
 +
This suggests that func_precipitation (a brush entity used to simulate snow and/or rain) was used in some form for Half-Life 2's earliest demonstration. This comment seems to be referring to the infamous demo_arctic map from the leaked mappack, however, there are no references to func_precipitation within the map.
 +
 
 +
 
 +
==== ''Ipion Virtual Physics'' ====
 +
As shown by the presence of the Physgun in hl2_scripts.dsp, at this time there was a proper physics library in use, it was called IVP and it was licenced to valve sometime between 1999 and 2000.<ref name="IVPMember">[https://adventuregamers.com/archive/forums/general/328-hl2-source-code-leaked-all-goes-hell-7.html Ipion Virtual Physics]</ref> The physics available through this library were extremely deterministic, if an object were placed next to something made to explode with unchanged settings the object would always follow the same path when moved. This library was eventually bought and integrated into Havok some time around the 9th of June 2000<ref name="IVPMergeDate">[https://www.gamasutra.com/view/news/93914/Havok_Buys_Ipion.php Havok Buys Ipion]</ref>, of which there are still references to IVP to this day in a small amount. However a larger amount of the sdk is still present in the 2003 leak.
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 +
==  Speculation==
 +
 
 +
=== ''Odd Team Fortress 2 Shots'' ===
 +
In June of 1999, two screenshots were released. These were screenshots of what was then "Team Fortress 2: Brotherhood of Arms" to display a few old player models of the then more militaristic and grounded-in-reality era of the game. What's interesting to note in these screenshots is not the models, but the backgrounds they're shown in.
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 +
They are present what appears to be the hallways of a ship. According to Marc Laidlaw as a response to an email from ValveTime, the screenshots are actually early Borealis interiors. Due to the time they were released, it is believed to be from the Hyper era of the game. Something interesting to note are the textures; Most of the textures shown in these screenshots are unavailable in any leaks, however three textures are notably present within the 2003 leak, those textures being pictured below.
 +
<gallery hideaddbutton="true" position="center" bordersize="none">
 +
Ship1.jpg|1st screenshot
 +
Ship2.jpg|2nd screenshot
 +
</gallery>
 +
 
 +
<gallery bordersize="none" position="center">
 +
plasticwires001a.png|"plasticwires001a.vtf"
 +
dev_interiorlight02b.png|"dev_interiorlight02b.vtf"
 +
metalpanel006a_noalpha.png|"metalpanel006a.vtf" (Modified)
 +
</gallery>
 +
=== <nowiki/>''demo_arctic'' ===
 +
Within the "demo\" sub-directory of the WC mappack lies a very interesting map: demo_arctic.vmf. Within this level is an arctic environment, the only one of its type within the entirety of the map collection. It depicts a camp seemingly abandoned next to an ice-locked ship - whether or not this particular vessel is either the ''Hyperborea'' or the ''Borealis'' is unknown (but, because of the lack of ocean around the ship, which tends to coincide with official ''Borealis'' maps, it's theorized to be the ''Hyperborea''). Off to the side of the camp is a cave, with what seems to be crudely implemented icicles and a path of planks leading to another shed. Within the ship itself is a barren observation deck and a raised watchtower, along with a few segments of very incomplete interior hallways.<gallery>
 +
hl2 2017-10-15 20-20-35-35.png|The ice camp
 +
hl2 2017-10-15 20-20-53-32.png|The ship, perhaps the Hyperborea
 +
hl2 2017-10-15 20-21-05-31.png|A structure off to the side of the ship
 +
hl2 2017-10-15 20-21-11-00.png|The entrance to the ice cave
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hl2 2017-10-15 20-21-25-42.png|The inside of the ice cave, with a shed
 +
hl2 2017-10-15 20-21-56-04.png|A rather desolate observation deck
 +
hl2 2017-10-15 20-22-56-82.png|A wide view of the map from the inside of the watchtower
 +
</gallery>
 +
 
 +
The chosen skybox of the map under its properties is "sky_spire01", a skybox seemingly made for another early arctic location known as "Spire".
 +
 
 +
Interesting to note is that the map almost exclusively uses hyper-era ambient sounds. Some factors contradict the map belonging to the Hyper era however, such as the modification date: 2001, long past the earliest drafted story. In addition, Marc Laidlaw stated in one of the many emails regarding the early stages of development that the map supposedly had nothing to do with the era, and was only used as an environment and displacement terrain test.
 +
<references />
 +
 
 +
{{PNSections
 +
|title=HL2 - Eras (June 1999 -)
 +
|before=[[Pre-Pitch Era]]
 +
|after=coming soon
 +
}}
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[[Category:Eras]]
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[[Category:Half-Life 2]]

Latest revision as of 02:22, 30 December 2021

The "Hyper" (abbreviation of Hyperborea) era of Half-Life 2 development was the earliest known period of Official (i.e. the project is being worked on as a company project, with assets being created) development on HL2.

Summary

One of Half-Life 2's earliest pieces of released concept art, depicting Gordon Freeman and possible early alien soldiers (presumably) upon the Hyperborea.

Around the Hyper era's time, several plot elements began to take shape, including the existence of chapters on a boat in the arctic, the Combine, and Odell. Only a little information has been compiled over time, mostly through the efforts of the leak community (who collectively scoured the HL2 2003 leak), along with information from Valve figureheads such as Marc Laidlaw and David Speyrer.

The Era started in mid 1999 (as evidenced by the earliest associated information (being odell's sound file dates, 11-18/11/1999, and Ipion physics being referenced and used in this time)), and ended when the team settled on the "circular story method"[1], sometime around early to mid 2000.

Known Information

General Story

According to information given out by the Half-Life series' writer Marc Laidlaw as well as files found within the 2003 leak shown below, the general story of the era was to go something like this:

You start on an icebed, as you hear bells in the distance. You make your way to the source of the bells, as the fog clears, revealing the ice-locked Hyperborea. You enter in through a hole in the side of the hull, as you encounter Stalkers, Soldiers, Headcrabs, and Sackticks. Eventually you meet up with Odell, and you both go in a submarine to Kraken Base. You encounter many Stalkers doing labor, and eventually meet up with Elena. However, the base gets flooded, and you narrowly make your escape from Kraken, rescued by some Rebels using an escape pod. You make your way to Weather Control, where you got on a C-130 and made your way to the city, where it gets gunned down and crashes into a skyscraper. Once inside, you make your way down to the streets and fight your way to the Citadel, where you have a final confrontation with the Consul.

According to Marc, they never built most of this. The story was always changing. None of it was ever set in stone.

Another account from Geoff Kieghely's 'The Final Hours of Half-Life 2' states that the Hyperborea was a ship bound for the city, and that Gordon would board it to be greeted by a pre-rebellion occupied metropolis, playing out similarly to later eras' slow reveal of the world to the player[2]. It's unclear if this was an amalgamation of early story ideas edited for the sake of article brevity, or if this was a natural evolution of ideas from the tail end of the Hyper Era.

Locations

Whereas the Pre-Pitch Era mostly consisted of a random variety of "cool"-sounding locations, the Hyper Era took those pieces and strung them together into a more coherent plot:

Location Explanation Cut/Survived into next era?
Hyperborea The starting area, a boat wedged in Arctic ice that you'd board and be slowly introduced to the story, allies and enemies Yes, but renamed
Kraken Base An undersea base (now definitively named Kraken) that would've been one of the early-game locales Yes
Arctic An Arctic base called Spire (according to some accounts, the Weather Control) was a set-piece set after escaping Kraken, with the C-130 exit Yes
Vertigo It was in this era where the idea of 'crash into a skyscraper' in a Chicago-like city became solidified Yes
City The main city location, formed out of a combination of the previous eras' various stylised urban areas and alien races Partially, but renamed
The Citadel HQ of the game's main baddie, took shape as a 'final confrontation' location Yes

Emails

A number of emails discussing this era are available.

Leak files

Many remnants of the Hyper era exist across the leaked build and source code —

Sound files

The sound folder within the 2003 leak contains some of the oldest assets to date within the entire build - a few of which even date back to 1999. Within the "\ambient\hyper" directory are many ambient sounds indicative of a ship's deck in a windy environment, one of these "wind" files even being a direct rip from Half-Life 1. An interesting file to note is "kraken_radio.wav", a long stream of dialogue referencing both the Hyperborea and Kraken Base. The transcript can be found below:

"Hyperborea, come in please, this is Kraken Base, do you read? Our situation is critical down here, we thought you were sending someone! I repeat, this is Kraken Base calling Hyperborea, is anybody up there? We are in serious trouble!"

Another intriguing sub-directory is the standalone "\odell" folder, which contains quite a bit of information on both the old story and the location itself that the dialogue was supposed to be implemented in. These voicelines were apparently supposed to be part of a dynamic dialogue system allowing for the player or enemies to interrupt the npc before picking up where they left off.[3] Most of the files are detailed Here, the most intriguing of which is "odelltest.wav", the transcript of which can be found below:

"I knew this trip was gonna end in a bad way. Old days you'd never take such a risk with a ship like this, but they were desperate. Runnin' supplies out here to the ice station and that place underneath us. They didn't listen to me- half the crew were scientists anyway, up to god-knows-what. Wouldn't listen when I told 'em it was time to pull out! Captain turned a deaf ear too, guess you can't blame him- desperate times. Once we were ice-bound, we were no use to anybody. Some of the men laid out across the ice, right around then those warships found us. That was pretty much the end.. but they pelted with these.. tick pods that came flyin' down all over the deck. They hit ya, you were dead, that wasn't such a bad way to go considerin'... thought they were bombs- duds, y'know.. 'till they started hatchin'. Once I figured out these sacktick things didn't like the cold too much, I shut off the generator, let the whole ship ice over. That did the trick, mostly- there was no-one left to hang a medal on me. I tried to send a distress call, radios were messed up. Scientists didn't want anyone knowin' we were out here, guess I shoulda known they were resistance.. is that what you are? That outfit assures you ain't no spy.. looks like it hurts getting in to it. Makes this gumby suit look cozy by comparison! Haha.. ha.."


oldtrans.txt

In the materials directory of the Half-Life 2 leak, there is a standalone text file named oldtrans.txt, containing what appears to be a vast assortment of material designation changes most likely from an older era of development, it is possible that this file was auto-created after Valve switched texture formats from bmp (or something similar) to vmt/vtf.

Inside the large amalgamation of texture designations are file locations, most referencing abbreviations of old story segments: "deep" (which is the nickname for the Kraken Base chapter), "spi", aka Spire (which is presumed to be the name of an early arctic segment, judging by the snow textures referenced), "obj", aka object(s) (which references the brush prop textures present in the game), "urb", aka Urban (the early designation for City 17), "waste" (the nickname for the wastelands of Earth in HL2), "vert", aka Vertigo (the designation for the chapter in which Gordon scales a large skyscraper down into the streets below), and finally, "hyp", aka Hyperborea (one of the earliest known chapter segments of Half-Life 2's development).

This text provided has proven more than useful to the community of leak mappers wanting to implement proper texture fixes/replacements to many older maps present in the WC mappack.

Leftover Pre-VTF references

Some leftover references to the pre-VTF texture naming system are present in the WC Mappack thanks to copy-pasting of geometry from pre-VTF maps. This confirms that oldtrans' textures were used at one point. Known references are listed below:

{urb_trainstationrail03c
spi_interiorpipemetal03a
urb_exteriorwall11a
urb_trainstationarc02d

hyper.bat and hyper_fog.bat

Located within the "\hyper" and "\randy" sub-directories of the WC mappack are these two batch files. They are both the oldest known files within the entire leak, with their modification dates each going back to 7/29/1999, the key date of the Hyper era. Inside "hyper.bat" is some brief code indicating map compiling preferences and perhaps early fog technology (when it was still a new feature to the Source engine). Not much can be told from these files alone, but hyper_fog does reference the .map file format, potentially hinting at what format older Half-Life 2 development maps used. It is possible that these batch files were used to compile ancient HL2 maps, such as the elusive "Hyper_001", which is discussed below.


Liblist.gam

Liblist.gam is normally used to specify basic aspects of HL1 mods, such as the map the player starts off in (after clicking "New Game"). It appears in the Half-Life 2 leak, under \hl2\scripts\. Among other bits of text, it references the "startmap" being "Hyper_001". The full text of the file is below:

// Valve Game Info file
// These are key/value pairs. Certain mods will use different settings.
//
game "Half-Life 2"
startmap "Hyper_001"
trainingmap "t0a0"
hlversion "1000"
mpentity "info_player_deathmatch"


hl2_scripts.dsp

hl2_scripts.dsp is a C++ project solution file that offers a look at the scripts folder during an earlier point in development. A number of interesting listings are contained within it, including a mention of the infamous sacktick. Something else of note is the mention of AI schedules, which is unusually placed both in the scripts folder and as a separate .sch file (normally, NPC schedules are indicated directly within the source code). A compilation of file references is below:

AI Schedules AI Schedules (npc_) Weapon Scripts Misc. Files
  • barney.sch
  • citizen.sch
  • default.sch
  • kungfu_owen.sch
  • lead_monster.sch
  • metro_police.sch
  • odell.sch
  • proto_sniper.sch
  • sacktick.sch
  • scanner.sch
  • talk_monster.sch
  • npc_assassin.sch
  • npc_barnacle.sch
  • npc_barney.sch
  • npc_bullsquid.sch
  • npc_combine.sch
  • npc_conscript.sch
  • npc_headcrab.sch
  • npc_manhack.sch
  • npc_mortarsynth.sch
  • npc_odell.sch
  • npc_stalker.sch
  • npc_vortigaunt.sch
  • npc_wscanner.sch
  • npc_zombie.sch
  • weapon_ar1.txt
  • weapon_ar2.txt
  • weapon_binoculars.txt
  • weapon_brickbat.txt
  • weapon_flaregun.txt
  • weapon_hmg1.txt
  • weapon_iceaxe.txt
  • weapon_ml.txt
  • weapon_molotov.txt
  • weapon_physgun.txt
  • weapon_shotgun.txt
  • weapon_slam.txt
  • weapon_smg1.txt
  • weapon_smg2.txt
  • weapon_sniperrifle.txt
  • weapon_stunstick.txt
  • 640_hud.txt
  • kb_act.lst
  • kb_def.lst
  • kb_keys.lst
  • liblist.gam
  • materials.txt
  • rooms.lst
  • sentences.txt
  • settings.scr
  • woncomm.lst


func_precipitation

Present in effects.cpp is the following comment:

//=========================================================
// func_precipitation - temporary snow solution for first HL2
// technology demo
//=========================================================

This suggests that func_precipitation (a brush entity used to simulate snow and/or rain) was used in some form for Half-Life 2's earliest demonstration. This comment seems to be referring to the infamous demo_arctic map from the leaked mappack, however, there are no references to func_precipitation within the map.


Ipion Virtual Physics

As shown by the presence of the Physgun in hl2_scripts.dsp, at this time there was a proper physics library in use, it was called IVP and it was licenced to valve sometime between 1999 and 2000.[4] The physics available through this library were extremely deterministic, if an object were placed next to something made to explode with unchanged settings the object would always follow the same path when moved. This library was eventually bought and integrated into Havok some time around the 9th of June 2000[5], of which there are still references to IVP to this day in a small amount. However a larger amount of the sdk is still present in the 2003 leak.

Speculation

Odd Team Fortress 2 Shots

In June of 1999, two screenshots were released. These were screenshots of what was then "Team Fortress 2: Brotherhood of Arms" to display a few old player models of the then more militaristic and grounded-in-reality era of the game. What's interesting to note in these screenshots is not the models, but the backgrounds they're shown in.

They are present what appears to be the hallways of a ship. According to Marc Laidlaw as a response to an email from ValveTime, the screenshots are actually early Borealis interiors. Due to the time they were released, it is believed to be from the Hyper era of the game. Something interesting to note are the textures; Most of the textures shown in these screenshots are unavailable in any leaks, however three textures are notably present within the 2003 leak, those textures being pictured below.

demo_arctic

Within the "demo\" sub-directory of the WC mappack lies a very interesting map: demo_arctic.vmf. Within this level is an arctic environment, the only one of its type within the entirety of the map collection. It depicts a camp seemingly abandoned next to an ice-locked ship - whether or not this particular vessel is either the Hyperborea or the Borealis is unknown (but, because of the lack of ocean around the ship, which tends to coincide with official Borealis maps, it's theorized to be the Hyperborea). Off to the side of the camp is a cave, with what seems to be crudely implemented icicles and a path of planks leading to another shed. Within the ship itself is a barren observation deck and a raised watchtower, along with a few segments of very incomplete interior hallways.

The chosen skybox of the map under its properties is "sky_spire01", a skybox seemingly made for another early arctic location known as "Spire".

Interesting to note is that the map almost exclusively uses hyper-era ambient sounds. Some factors contradict the map belonging to the Hyper era however, such as the modification date: 2001, long past the earliest drafted story. In addition, Marc Laidlaw stated in one of the many emails regarding the early stages of development that the map supposedly had nothing to do with the era, and was only used as an environment and displacement terrain test.

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Pre-Pitch Era
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