Difference between revisions of "Oasiz's Map Documentation/Aaron-Jeff"
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Latest revision as of 09:08, 18 July 2020
This is a sub-page of Oasiz's Map Documentation.
Contents
- 1 aaron/
- 2 aaron/c17_canals
- 3 aaron/E3
- 4 aaron/prefabs
- 5 aaron/seafloor
- 6 aaron/wasteland
- 7 auto_compile/
- 8 bill/
- 9 c17/
- 10 cclee
- 11 charlie/
- 12 charlie/maps
- 13 citadel
- 14 d1_town/
- 15 d1_town/e3
- 16 d1_trainstation
- 17 d2_coastline/
- 18 d3_borealis/
- 19 dario/
- 20 dave/
- 21 dave/compile_versions
- 22 david
- 23 demo
- 24 dev
- 25 e3_hydra
- 26 e3_lab
- 27 e3_phystown
- 28 e3_techdemo
- 29 entity examples
- 30 eric
- 31 gary
- 32 grimm
- 33 hl1_hazard
- 34 horia
- 35 hyper
- 36 Jake
- 37 jeff
aaron/
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
ai_guide1 | Small playable sequence | prototype | Borealis start first meeting with Odell. | Isolated scripted sequence |
alyx | Test | development test | Isolated box | A room with Alyx |
alyx_caves03 | Line 412 error 7 | --- DOES NOT LOAD --- |
antcave | Small explorable area | concept | Textured with lightning and grubs | Antlion caves |
antlion_01 | concept, sketch | Rough textures and brushwork, most likely early development. / Small explorable area | Wastelands? without antlions |
antlion_cave01 | Small playable section | concept | Devtextured, lit and a bit longer cave variation. | Antlion caves |
apc_canal | Small playable sequence | prototype | Small cut canal section with an APC to avoid. | Isolated prototype test |
arcade_01 | Small explorable area | WIP | Indoor and outdoor building. Textured and lit, with npcs. | WIP of manhack arcade |
arcade_02 | Additional 'play' arena added. Small tunnel section added to the 'indoor' area. | |||
arcade_03 | Only with the 'outdoor' entrance reworked and small tunnel section added. No 'indoor' area present. | |||
arcade_04 | 'Indoor' area is back, Outdoor area has an indoor arcade section added. Plus indoor area has some more parts added to it. Also outdoor has surrounding building added at the entrance. | |||
arcade_05 | A indoor torn apartment added, 'indoor' area removed and 'outdoor' area prettied up a bit in the inside. | |||
arcade_06 | Lots of detail added to places. Where the aparment used to be is now a 'backalley' and the apartment is moved to the end of it. The old 'indoor' area is present with skybox clipping trough it. | |||
arcade_06a | Cut down version of 06 with only parts of the entrance available. | |||
arcade_06b | Mostly identical to A with some minor details missing (not copied over from 06) |
arcade_06 | Small playable section | WIP | Mostly done basework with texturing and lightning. | Vision of the manhack arcade |
arch | Test | Test | Void with two brushwork arches. | A room with arches |
areaportal | Test | Test | 2rooms1door | Connected rooms with a door |
barrel_roll | Playable map | WIP | One map from canal with logs in water, textured and lit. | Canals with logs. |
bastille | Playable map | WIP | Canal map, airboat? Also has a big isolated bridge area | Canals section |
bell_light | Test | Test | Hanging ceiling light with entity, no playable area. | Light in void |
blastfurnace | concept | A tower that is in void with some random bits here and there / Nonplayable prototype | A tower in void |
box | Test | Test | A Box with some objects for testing. | A box |
brickbuildings2 | Explorable area | concept | Buildings in a canal setting. | Buildings |
brickbuildings3 | Explorable area | concept | Added some more buildings | Buildings |
brickbuildings-1 | Explorable area | concept | First iteration, no water and least buildings | Buildings |
btest1 | Test | Test | Two connected rooms with light spot | Light test |
btest1a | Test | Test | Two connected rooms with light spot | Light test |
building_test02 | Small playable area | Prototype, concept | Three striders and a City 17 section. textured and lit | C17 segment with striders |
building_test | Small playable area | Prototype, concept | One Strider in a small City 17 section. Textured and lit | C17 segment with strider |
building_testa | Few brushes and a skybox, some lightning. | Same as above, very early | Prototype, concept |
bullseye | Prototype, Test | Testing of Bullseye entity, small gameplay section experiment / Small playable section | Small apartment section |
bullsquid_01 | Has a bullsquid and some headcrabs. HL1 style brush cliffs | concept, | Prototype | Wastelands style 'arena' |
bullsquid_02 | Same with some added space that is linked to the main area. | |||
bullsquid_02a | Only the original area with steep out of place displacements. |
burntest | Small playable section | Prototype, Test | Stalkers with some scripting, textures and isolated room. | Small room with stalkers |
burntest01 | Exact same, most likely only some values got changed. |
bus | Test | concept, Test | Bus concept, Ingame testing or prefab purposes. | A box with a brushwork bus |
c17_01_13 | Playable map | WIP | very old version, hl1 style brushwork and textured. | C17 terminal/industrial |
c17_01_13test2 | Some stuff visgrouped. | |||
c17_01_13test | No visible changes, most likely changed some values. | |||
c17_01_14 | Industrial area buildings have been reworked a little. | |||
c17_01_15 | Industrial area buildings reworked a little more, some combine gates added. Other minor changes. | |||
c17_01_16 | Terminal area does not load it's brushwork. 3d skybox added with a cityscape and early citadel. | |||
c17_01_17 | Terminal is missing brushes and underpass traintrack replaced with road. Indst. expanded, spawn moved. Terminal Detail/displacement added. No 3dsky. | |||
c17_01_18 | Industrial prettied up, some stuff added. 3dSky is missing | |||
c17_01_19 | Industrial prettied up, spwawn relocated again. no 3dSKY |
c17_01_19 | Playable map | WIP | Vision of terminal, a lot of stuff got changed later on. | C17 terminal/industrial |
c17_03_08 | Sketch | WIP | Lots on construction work, basework done with textures. | C17 back alley, construction site and an construction elevator to reach the buildings. Early C17 texturework |
c17_04_12 | C17 old-school, Covers few blocks. Has some entities. | Sketch | Early C17 again, linked to previous map by falling in a duct. Contains the infamous consul plaza with a plethora of TV-sets in the air. ?Done after 03_08? 03's end exists in this map. No displacements.WIP | |
c17_04_13 | Same stuff for what I can see, couldn't notice anything different. | |||
c17_04_14 | No comment | |||
c17_04_15 | Void | |||
c17_04_16 | No comment | |||
c17_04_17 | First signs of changes, visibility from c17_04_xx to c17_05_xx, The garage-style doors are removed revealing the VanceHQ on the other side. Road textures changed on places. | |||
c17_04_18 | Tunnel blocked again with some metal bars. Texture changes on places. More detail on some places. See-thru windows added on specific buildings. | |||
c17_04_19 | Minor changes | |||
c17_04_20 | Some more streets added leading to a back alley sort of. One can reach the upper areas from here trough the stairs. Leads to the middle brige/overpass. More brushwork details in various areas. | |||
c17_04_21 | Start of the 3D skybox. Has the old citadel + citadel walls. Also a interesting detail is the huge broadcast antenna seen in arcade levels. Added boxes to force a linear route to the upper area. | |||
c17_04_22 | Cosmetic changes, boxes added in one alley. Skybox has more stuff and seems to have the vertigo structure now. | |||
c17_04_23 | A roof has been added near the start location. | |||
c17_04_24 | Just half of the map missing! Minor changes (like one overpass has a texture change) | |||
c17_04_25 | Back to normal, Details added in lots of places. C17 MP building has some posters and the alley with some boxes has got a small extension. | |||
c17_04_26 | Gordon relocated to start behind the dumpster. More detail. Barrier added at one of the alleys | |||
c17_04_27 | Seems to be only texture changes, cant spot anything really. | |||
c17_04_28 | No comment | |||
c17_04_28a | Map has been stripped a lot, this time only the consul plaza with the surroundings remain. | |||
c17_04_29 | Back to normal, Combot entity has been updated with the new name. Visgrouped stuff. Citadel gains a new look and skybox has been worked on. Seems that some detail has been added aswell. Gordon moved a bit. | |||
c17_04_29a | Nothing noticeable. Could be a quick test as in "Which light value is better" | |||
c17_04_30 | No comment | |||
c17_04_31 | Structures got changed a bit, tunnel blocked to the stairs, gordon relocated to a different start (starts from the upper level now), physics applied to all small boxes. Maybe a techdemo/experiment? | |||
c17_04_32 | More areas added! VanceHQ is deleted in this version and replaced with more roads, one of them leading to the manhack arcade. | |||
c17_04_33 | Arcade area has been changed, Alley leading to the tunnel that took you to the stairs has been blocked. | |||
c17_04_34 | More changes on areas mentioned before. Some roads added near the arcade area. Gordon relocated to the lower level. | |||
c17_04_35 | Even more work on the arcade area, destroyed cars added on the streets. | |||
c17_04_36 | Same as above, both are filling gaps in the geometry with buildings and adding detail. | |||
c17_04_36_retexture | Retextured a lot of stuff. | |||
c17_04_37 | Stuck with the retextured version, no other changes it seems. | |||
c17_04_38 | Retextured stuff AGAIN. The 20~ boxes are cut to three. Details added. | |||
c17_04_39 | Lots of places prettied up, texture changes etc.. Upper area has got a rework and some fences got swapped for taller ones. Start changed and other places too. | |||
c17_04_40 | Start changed, New arcade (old one still exists), water canals added, Lot's of stuff changed. |
c17_04_41 | Playable map | WIP | Vision of the fourth C17 map. Whole idea got scrapped. | Displacements !! Mostly same changes as above, just more work done on those areas. |
c17_05_05 | Sketch | Sketch | VanceHQ concept | Linked to pre-c17_04_32 maps. Consists of a really small street section that ends up in the wall seen in the 04 skybox. Metrocops are guarding it... |
c17_05_06 | Sketch | Sketch | VanceHQ concept, bridges from 04 to 06 | ... Also has the Vance HQ indoors, really rough and mostly just a placeholder to the real deal. This version has different outdoor textures on HQ |
c17_old07 | Sketch | Exploreable area | Some old test to see how the setting would work. | Reeally retro here. HL1 style brushwork and nothing to really do. A small city section is exploreable. |
c17_plaza01 | Playable map | WIP | Terminal post c17_01_xx design | Continuation of the c17_01_xx series. Terminal front expanded to make room for a plaza. Lots of minor additions here and there. Skybox is the circular citadel made up of "plates" |
c17_plaza02 | No comment | |||
c17_plaza02_redo | Isolated Plaza area for testing, nothing else really to see. | |||
c17_plaza02_redo01 | Complete map again, Textures changed on a plaza building. One of the structures contains 'cyber cafe' and has the window displays changed from TV's showing the consul to a generic room. | |||
c17_plaza02_redo02 | A small red building added in the plaza. Also a fenced, grassy area added to the plaza. | |||
c17_plaza03 | Red building is missing. Veikko sign added to the building that has the grassy area. Some stone 'cones' added to circle around the plaza center. | |||
c17_plaza04 | A circular brush thing replaces the combine post/terminal that used to be where the plaza connected to the tram section. | |||
c17_plaza05 | Red house makes a comeback. Also there seems to be the antenna from the arcade levels in the skybox. Not sure on which revision it got added in. |
c17_plaza06 | WIP | More work done on the terminal. Still to be continued on. | Changes to the trainstation building. |
c17_road01 | Exploreable area | WIP | A section of C17 with a bus. | Buildings and roads with a bus that is more worked on than seen in the above terminal iterations. No real purpose yet. Gordon starts from an outside area that is not connected to the main/bigger area |
c17_road02 | Buildings and roads added. Gordon is moved to the main area and the subarea is removed. | |||
c17_road03 | Buildings and roads added. Gordon is moved to a new large tunnel. Bus has a new path that makes it move around the city, from one tunnel to another. Has displacements. | |||
c17_road03a | Different entry from the tunnel to the city streets. Still has displacements so this section is done after/around c17_04_41 most likely. | |||
c17_road04 | Entry stuck with 03 design. Tunnels are a lot longer and the end tunnel has some alternative routes that lead nowhere. Some details added in places. | |||
c17_road05 | Seems to be just minor details. |
c17_road06 | Exploreable area | Concept | Basis on what would have been a busride trough C17 streets. | Slight changes & detail |
c17_ruins01 | Exploreable area | Concept, prototype | C17 ruins. Rocketlauncher/tank stuff | A very small section that has a strider. There also are some interesting entities referring to a tank and a rocketlauncher. Three 'targets' also included |
c17_ruins01a | Very much the same map, Both use displacements but use the old syntax for props. | |||
c17_ruins02 | No comment | |||
c17_ruins02a | Targets and the rocket in an isolated box. | |||
c17_ruins03 | More details added. Street has been extended and the 'targets' removed, area still remains. Instead of using a button to control the rocketlauncher there is a trigger for that. | |||
c17_ruins03test | Isolated with a lot of the level removed. |
c17_ruins04 | Test | Concept, prototype | C17 ruins. Rocketlauncher/tank stuff. Testing stuff out. | Even more details added, surroundings added. |
camocity | Test | Prototype | A prototype to see how the combine elite gameplay works ? | Small city section with a combine elite, you start with brickbat > beer bottles. Outside the play area are a lot of prefabs for the city sections. |
camoroom | Test | Prototype | Shader test room | Isolated room with the camo shader applied to a cube, also has a combine elite. Walls are made of various textures to test the shader itself. |
camostreet | Test | Prototype | Small playable test snippet | city17? contains a few destroyed buildings and combile elite. |
canal_bridges01 | Small exploreable area | Concept, sketch | Canal themed bridges | Canal bridge types. Has four different types, one of them functions as a dam. Also contains a small straight section outside the main area. |
canal_bridges01jb | Added some unrelated models, windmills floating. | |||
canal_bridges02 | Contains only the straight section with a mirrored side and has been duplicated. Other one contains the traintracks bridge crossing it from the top. | |||
canal_bridges03 | A new large section with the windmills and a large bridge crossing. Water and lots of detail added on the out-of-bounds area as well. __01 seems to exist as a visgroup that will overlap the new area. | |||
canal_bridges04 | More junk added. | |||
canal_bridges05 | One of the waterwheels seems to be redone completely. More junk/scrap. | |||
canal_bridges06 | More junk added. |
canal_bridges07 | Small playable section | Concept, WIP | Canals, bridge with junk around it. Maybe a puzzle section? | A crane has been added. |
canal_cave01 | Small playable area | Concept, sketch | Early antlion caves. | Early antlion caves labelled as canal sections. |
canal_cave02 | antlion_cave01 with different textures. |
canal_cave03 | Small exploreable area | Concept, sketch | Antlion caves, entry area or outdoor? | Different area, outdoor and has sand&rocky terrain |
canal_city01 | Small exploreable area | Concept, sketch | Canals section | Small canals section with buildings surrounding, has poor displacements on the hills. |
canal_current01 | Line 1821 unexpected end of file | --- DOES NOT LOAD --- |
canal_current02 | Sketch | WIP | Canals section with some monsters. | Familiar section of canals, made it in to the retail version. _very_ early draft. |
canal_current03 | Sketch | WIP | Canals section with some monsters. | Very minor additions. |
canal_passage01 | Sketch | WIP | Canals section with rubble and a truck | Canals section draft with some rubble and a rusted truck blocking the path. |
canal_prop | Isolated prototype | Prototype | Canal trap idea. | Some wierd spike obstacle prototype, supposedly a trigger brush will start the spike fall which will hit the player. |
canals_01_01 | Playable map | WIP | Cut canals map | Very similiar to barrel_roll but has a additional touches. Has a rebel citizen near the end |
canals_01_02 | Citizen area worked on more, added props. | |||
canals_01_03 | Citizen is hidden a bit better, more objects blocking entry. Some brushes added near the beginning resembling barrel_roll | |||
canals_01_04 | Citizen area has a bit more boxes added it seems. | |||
canals_01_05 | Citizen area extended and detailed a bit more. Minor details elsewhere. | |||
canals_01_06 | Visual changes on the surroundings. | |||
canals_01_07 | Major changes, retextured, different start position. citizen changed to a generic npc_citizen entity. Starting area has been extended. Lots of detail and some optimizations added as well. | |||
canals_01_08 | Citizen area extended a bit. | |||
canals_01_10 | HUGE changes. Totally different area but looks pretty good. Shorter section but looks a lot better than 08 did. 09 seems to be missing in this batch. | |||
canals_01_11 | Turns out that the 10 was merged with the 08, The location is pretty near the start. | |||
canals_01_12 | Canals made a lot narrower, at one point there is a new blockage that will require a slight detour to pass it. | |||
canals_01_13 | Isolated starting area, rest is missing. | |||
canals_01_14 | Lots of additional areas added. Starting area is now merged back in with the rest. Enemies added and other stuff as well. |
canals_01_15 | Playable map. | WIP | Cut canals map, a lot better than what it used to be. | Isolated mid-section. Retextured. |
canals_02_01 | Sketch | WIP | Rough draft on a canals section | Rough draft on the map. Has a campfire with two citizens. Campfire has a env_particlesystem emitting bor_firstsmoke, sound and light. |
canals_02_02 | Linked to canal_current03 (merged). Surroundings added and current has a downhill section with water! opposite progression direction compared to retail. | |||
canals_02_03 | Line 73709 unexpected end of file | --- DOES NOT LOAD --- | ||
canals_02_04 | Minor changes, ligthing being one of them. | |||
canals_02_05 | Testing of a new bridge in an isolated box. Much of the rest of the map is missing. | |||
canals_02_05a | More testing on the bridge, now rest of the map is missing. Bridge area has been textured. | |||
canals_02_06 | Bridge area worked on a lot more, merged with the rest of the map. End area has been reworked a bit. | |||
canals_02_07 | Start worked on a bit more. Ending extended and connected to the bridge area. | |||
canals_02_08 | Surrounding buildings added. Ending reworked again to bringh the bridge closer. It is entered on the right side instead of the left side. Overpasses added. | |||
canals_02_09 | No comment. | |||
canals_02_10 | Bridge area worked on again, isolated in a box. Rest of the map is missing. |
canals_02_11 | Playable map | WIP | Pretty decent progress, some of this made in the final. | Helicopter added, bridge area reworked. Big facelift (retextured areas, some blocky areas are redone) |
canals_03_01 | Sketch | WIP | Canals, combine, apc, pipes. Early draft. | Small canals section with combine and APC on a higher(bridge) area than the player is. Area reachable by pipes. |
canals_industrial01 | Playable map | WIP | A reorganized bastille. A lot more work done. | bastille reworked! A lot more detail and touches. Some surroundings seem identical to canals_01_xx so this was most likely the replacement map for it. bastille midway> end changed to start > midway. |
canals_town_01 | Sketch | WIP, sketch | Bridge area and an interesting 'shacktown' | linked from canals_02_011 most likely. Contains a 'shacktown' Some citizens but no scripting. Also the bridge area has some new objects so this is from after 02_11. |
cave_canyon07 | Sketch | WIP, sketch | A cave and a canyon part. | Contains parts, one is a bare brushwork canyon (but decent looking) and other one is a displacement based cave. Planks help you get across to different sides in the brushbased one. |
cave_canyon08 | Sketch | WIP, sketch | A cave and a canyon part. | Same, Both have spikes on the ceiling which is a nice added effect, could it be that these are the ones from canal_prop? Look similiar |
cavetest01 | Sketch | Concept, sketch | Antlion caves, shorter than usual. | Antlion caves again. This time cut pretty short (only half of the level geometry exists) |
cavetest02 | Antlions added and some gameplay stuff. Pretty much same stuff that has been seen before under a different name. |
cavetest03 | Sketch | Concept, sketch | Antlion caves, back to the familiar lenght | No comment |
chopper1 | Test | Prototype | Hangar & helicopter | A hangar-like indoors area with an obsolete helicopter entity. A small path to follow. |
citizen | Test | Prototype | Citizen spawning in a box. | Small isolated box with spawners for citizens it seems. |
citizen_tech01 | Playable map | WIP | Huge bridge with lots of junk and a puzzle | canal_bridges07 with more work done on it. Lots of added junk. |
city_street001 | Exploreable area | Concept | Very old C17 style streets. Possibly a demo. | Retro C17 street section, small and full of cubemaps. |
city_test03 | Small exploreable area | Concept, sketch | Very old C17 syle again. It will be a demonstration level. | The infamous "Get your free tv's !" level. A small section of early C17 done in the style of the above level. Has HL1 health/armor charger outlets in the back. |
city_test04 | No comment. | |||
city_test05 | Roof added in one building. | |||
city_test06 | No comment. | |||
city_test07 | Building in the larger open area is redone, some slight details elsewhere. | |||
city_test08 | NPCs added, a few citizens. |
city_test09 | Small exploreable area | Concept, sketch | Very old C17 style again. Not demonstration ready yet. | Slight details added, citizens removed. |
city_wall | Test | Concept | Prefab in void | A prefab for the city wall, similiar to the one seen in canals_01_xx |
city17_01_01 | Small exploreable area | Concept | C17 section, early stages of mapping | Semi-early C17 design. Contains a few streets and a huge hangar that reminds of the trainstation. |
city17_01_02 | Trainstation-like hangar is removed. More streets and details added to the buildings. Better contrast with the textures. Also has a combine APC |
city17_01_03 | Small exploreable area | Concept | Not much has changed. | More stuctures added, mostly surrounding buildings. |
city17_alley | Small exploreable area | WIP | Isolated, no real gameplay. | The forked part from c17_04_2x designs. Nothing major except a trigger for c17_03 in the start. |
columns | Test | Concept | Column prefabs | Two column prefabs in a void. |
columns_test | Test | Concept | Column prefabs | Two more columns in a playable area |
combine_gallery_002 | Interesting early combine concepts. Different wall deisgn and one that seems to be the "devouring" style of wall in one corner. Worth a check. | Combine tech showroom | Playable prototype | Concept, Prototype |
converyors03 | Exploreable area | Concept | Prefabs in a box | Ravenholm/Coast style prefab buildings in a box. |
cremator | Test | Prototype | Cremator AI test | What seems to be a cremator AI test. Also contains some objects and a citizen |
cremator_034 | Playable map | WIP | Cremator C17 section in a good shape | A very good section with cremators and combine tech set in C17. Seems to be in a good shape considering the standards for that era. A complete city section waiting to be played. |
cremator_street01 | Sketch | WIP | Cremator C17 destruction. Early concept for a map. | Similiar to camostreet but a extneded to include a new area with a parking lot. Has cremators and no combine elite this time. |
cremator_steert02 | Sketch | WIP | Cremator C17 destruction. Early concept for a map. | Same to above. The two areas are now disconnected from eachother. |
crowhint | Test | Prototype | Cowtest | Crow tests in a void with a zombie. |
cylinder_test01 | Test | Prototype | Displacement test | Cylinder done with displacements |
d1_garage_01_08 | Playable map | WIP | Industrial area C17 worked on more than before. Garage idea again. Bus is missing and there is some linearity but it seems that you can reach garage_02 and the terminal area both. So clear objective is unclear at this point. One cool bonus is the very old hydra area as seen in the early e3 strider maps, though no hydras exist. Burned house is reachable but goes to a level change. | Terminal area worked on a LOT more than previous iterations. Very complete looking and gameplay-ready for the era. links to d1_garage_02 from the lower level near the start. Uses the early |
d1_quarry_01 | Exploreable area | Concept, sketch | Coast&Ravenholm style with a mining theme throwed in. | Coast-like cliffs following a watery area that leads to a mining complex. Up in the horizon one can see structures resembling ravenholm. Maybe one was supposed to use the equipment to get there. |
d1_terminal_01_40 | Playable map | WIP | Terminal area with a lot of new stuff. | A much more refined plaza map. Closer to good quality. You use a skylift to reach the other area now, route ends in a tram route where player will most likely enter it to reach another area. |
d1_town_03 | Playable map | WIP | Ravenholm/quarry/traptown pre-E3. Pretty close to final. | E3 traptown, earlier on in the design. Places are a bit cleaner. It has no combines and resembles the retail ravenholm much more than e3! Player uses ladders to reach the roof and the church. Start is different. Fire trap from the compiled map is approached in a different direction. Map is linked from: town_01_02_lm That is the attic with paint in retail. No zombie cutter in this one. |
d4_streetwar_01 | concept, sketch | Exploreable area | Streetwar c17 section, day4. You start from an area with smaller buildings and progress your way to a plaza further on and the buildings get taller on the way. Also the c17 outer wall is seen. C17 streetwar section, streets and a plaza in the end. As an interesting point, there is a very early vertigo hidden away from the playfield, just look near the spawn area! |
demo_materials | Exploreable area | concept | C17 street section for testing | city_street001 with some new structures added and paths. |
demo_quarrytown02 | Exploreable area | concept | Prefabs in a box | Similiar to conveyors03, added some more details and water. |
demo_rubble | Exploreable area | Prototype | Vertigo crash section isolated in a box. | Small section of vertigo, crash section. Most likely to show off a certain style. |
dock_strider | Test | Prototype | Strider script test in 'town' docks. | Very early E3 docks section from the 'town' maps. Most likely one of the earliest iterations. Dock is very long and there is a strider script to shoot at the zombies on the dock. |
domelight | Test | Concept | One model in a void | Just one model in void |
domelight_test | Test | Concept | Few models in a hallway | Same lights used to light a hallway section. |
dynamic_test | Test | Prototype | Prop_dynamic test | prop_dynamic x2 in a form of a barrel |
e3_building_sign | Test | Concept | One sign in a void | Just a brush sign in a void |
e3_buildings | Test | Concept | Brush buildings in a void | The sign model applied in to a building. Seems to be the one used in the e3_strider level. |
e3_industrial | Playable map | WIP | E3'fied d1_garage_01 | d1_garage_01 "e3'fied" Meaning that most of the stuff that won't be shown got removed, Lot's of stuff is pre-scripted and tweaked for maximum performance. |
e3_lab | Playable map | WIP | E3'fied ms_lab most likely | Earlier longer lab design, resembling ms_lab. Some discussion is made. E3'fied as well. |
e3_sewer | Playable sequence | Prototype | Early E3 hydra sequence test. | Early hydra encounter. There is an street-level section where you climb down the ladders. Everything is pre-scripted for the NPCs |
e3_sewer01 | Playable sequence | Prototype | Very minor update | Some entities cleaned up |
e3_strider | Playable map | WIP | E3 strider, concept remade in E3 2003 version. | A collage of different maps. e3_sewer, e3_buildings, demo_materials, demo_rubble and concepts from previous strider maps. Streetwar map. You were to crash in here ages ago ? |
e3_strider_002 | No real difference, some striders missing or relocated. | |||
e3_stider_building | e3_buildings with some road from e3_strider and scripted for explosion. | |||
e3_strider_lux | e3_strider middle section, a part from the main street with e3_building implemented. | |||
e3_strider_sewer | With only the sewer part isolated. | |||
e3_strider_test | _002 style, sewer section with hydras changed to a lot smaller one ! most likely the original design. | |||
e3_strider_vis_1 | Visgroup changes, seems to be otherwise the same to _test | |||
e3_strider01 | Street sections in the end cut and reworked ? | |||
e3_strider02 | No comment. | |||
e3_strider2 | _test with stuff missing. Different start. | |||
e3_strider2a | No comment. |
e3_strider03 | Playable map (use _002) | WIP | E3 strider, concept remade in E3 2003 version. | Whole map but missing a LOT of stuff, as if it's corrupted. still Smaller syle hydra area |
e3_terminal | Playable map | WIP | E3 Terminal, Was to be shown at E3 | The infamous cut terminal map, seen in the retail hl2demo promotional shots. A Lot of streamlining and E3'fied. Sadly the last iteration of the terminal map before it got scrapped. |
e3_town | Playable map | WIP | Another section different from E3 2003. 50%~ made to final | A different portition of the town, not the one shown in E3 2003. Contains a part that is after the docks. The part where you first meet Grigori in retail. Lots of puzzles are different. E3'fied. |
elevator_building01 | Exploreable area | Prototype | Isolated to help designing | One building from the terminal level (one with the elevator) isolated in a box. |
elevator_building02 | Exploreable area | Prototype | Isolated to help designing | Same thing with more stripping done on the surrounding stuff. |
elevator_room | Test | Prototype | Isolated room with brushes. | A room with random brushes floating and paths. |
env_smokestack | Test | Prototyle | env_smokestack in void | env_smokestack |
factorymodel | Test, concept | Concept | A room with a structure. | Some early factory concept |
fireroom | Test | Prototype | Isolated boreadlis section | Borealis section with pipes, machinery and fire. Has some scripting / entities. |
func_brush_test | Test | Prototype | Small apartment section | Close to bullseye. Has manhacks. |
hall_01 | Small exploreable area | Concept | Multiple similiar halls | Multiple isolated halls that remind of a hangar / trainstation style. |
industrial_light | Test | Concept | Prefab in void. | Light prefab in void |
item_zoo | Small exploreable area | Zoo | A gallery of pickable items | An opening containing lots of items! a non-functional/cut Missle launcher being one of them! Has everything from CSS weapons to four brickbat throwables. |
jay | Test | Prototype | A room with physbox objects. | A room with some physbox objects. |
jay2 | Test | Prototype | A room with physbox objects. | A room with some physbox objects. |
junkyard01 | Small exploreable area | Prototype, concept | Area with rubble and cremators | A room with diplacement piles of rubble. A few cremators thrown in for fun. |
leak_bug | Test | N/A | a Box | A empty box. Could be some kind of bug submittal ? |
light_prefab01 | Test | Concept | Prefab in void. | Light prefab in a void. |
lighttest | Test | Prototype | Displacement filled room and lights. | A room with lots of displacements/deformed stuff. |
lighttest02 | Test | Prototype | Room with a light test. | Another light test with a building from c17_04_xx |
lighttest2 | Test | Prototype | Room with objects to test lights on. | Same kind of a test with some stuff from both. |
lighttest3/a/b/c | Test | Prototype | Lights on a clock tower | Scale model of a clock tower and the 'real' size. |
machine | Test | Prototype, concept | Machine in a box | Some wierd oil pump -like machine. |
mad_nobe | Test | Prototype | Isolated rooftops section | Rooftops section isolated in a box/void, stalkers and citizen. |
materialtest01 | Exploreable area | Concept | A large area with a few buildings. | Some buildings and a structure that resembles the trainstation (similiar to the one in city17_01_01) |
mines | Small playable test | Prototype | Landmines, pachiniko poles on a wall | Landmines! There is also some wierd pachiniko style poles on a wall that are to show off physics most likely. |
missle_launcher | Test | Prototype | tankrocket, striders in two boxes. | Missle launcher / tankrocket test. Shoots a strider and changes target after that. |
model_bug | Test | N/A | Cut section from citizen_tech to show a bug | Seems to be cut from citizen_tech, same purpose as leak_bug I guess. |
model_lighttest | Test | Prototype | Model lightning test | Earlier iteration of factorymodel |
model_test | Test | Prototype | Model test | Very similiar to above. Has a combine gate and 2 lamp posts. |
ms_lab | Small playable map | WIP | Lab section, demonstration purposes most likely. | Very similiar to e3_lab on the same folder. Has alyx instead of Dr. Kleiner and Barney. Small discussion is done here. |
nether_01 | Playable map | WIP | Very early style brushwork in a stalker infested factory. | Stalkers in a factory enviroment. A bit similiar to the child factory. Kinda reminds of a early citadel design as well. Has a few areas to explore, worth a look! There is a Citizen named Joe (Joe Who?) and there are apparently three killer Stalkers dedicated for it. Poor Joe. |
nov_bor_001 | Playable map | WIP | Very early borealis. Lots of brush use. | A very early version of borealis as a whole! No stalkers but there are scripts, explosions and fire. Some NPC_MAKERs exist. Could be one of the earliest maps completed ! |
origin_test | Test | Prototype | Logs and water | barrel_roll isolated test for the logs. |
outside_city01 | Exploreable area | WIP, concept | Outside C17 walls. | Outside the C17 walls. What would later become canals_01_01. |
outside_city02 | More wreckage added. Area duplicated and the old one exists in a relocated section. Area #2 is shaping to look like the canals level. | |||
outside_city03 | Very rough layout on the canals section is complete. | |||
outside_city04 | More detail and surroundings added. Building resemble the oldschool dystopic tall design. Some enemies added as well and water. | |||
outside_city05 | Start changed to the canals_01_01 one. End part has been stretched a bit further. Details added. Old area is removed. | |||
outside_city06 | Details, texture changes etc.. End part has been prettied up a bit and the citizen section is added. | |||
outside_city06_test | Majority of the brushes have been changed to one texture. |
outside_city07 | Sketch | WIP | Outside C17 walls, a canal section. | A lot of stuff is changed on cosmetics. Nearly identical to canals_01_01 at this point. |
park01 | Exploreable area | concept, sketch | A park in c17 | A nice looking park with a strider on the other side. |
park02 | Exploreable area | concept, sketch | A park in c17 | Surroundings added and a second strider as well. |
particlezoo | Test | Prototype | Particle test | Very similiar to model_test but an earlier iteration of it. |
particlezoo_sky | Test | Prototype | Particle test | Very similiar to above |
pipeprefab01 | Test | Concept, sketch | Structure in a void | Some structure/lookout in a void |
pipes01 | Small exploreable area | Concept | Model pipes for borealis | Lots and lots of model pipes in a borealis tileset. |
plastertest | Test | Prototype | Test room with some blocks. | A room with func_detail brushes |
powerbox | Small exploreable area | concept | Room with transformers | some power transformer box and stuff in a small box, seems to be lab underground tileset? |
prefab_buildings2 | Exloreable area | concept | Area with [Insert theme here] prefabs | An large area with prefab c17 buildings. Some are recognizable from e3_strider and e3_terminal |
prefab_canals | Canals prefabs. Some neat ideas here such as c17 buildings on both sides + streets and bridges crossing. Kind of like a european style village. | |||
prefab_government | Similiar to buildings2 but has less focus on residental buildings. Possibly some really early concepts for the palace building seem to exist in here. | |||
prefab_handrails01 | Antlion king with some handrails in a box. | |||
prefab_industrial | Industrial style setting, some huge power transformers seem to exist (model does not load) | |||
prefab_industrial01 | Same stuff | |||
prefab_lockers | Bathroom / prison lockers and facuets ? | |||
prefab_modern | Glassy modern buildings, flat textured. One of them could be a 'in-development' vertigo. | |||
prefab_residental | Stuff from government and buildings2 are in here. Same style. | |||
prefab_street | A street section with typical prefabs found in earlier maps. Street lights exist ! |
prefab_substation | Exploreable area | concept | Area with [Insert theme here] prefabs | Transformers found in industrial |
prop_test01 | Exploreable area | Prototype | Some prop test? | Prop testing with a very lacking map. Section reminds of c17_ruins |
prop_test02 | Largely the same thing, some indoor stuff changed. |
prop_test03 | Exploreable area | Prototype | Some prop test indeed.. | No comment |
props_borealis | Exploreablr area | Concept | Shows [Insert theme here] props | Borealis props laid out in a box. Some can't be displayed because they are either missing or could use a incompatible (older) model format. |
props_c17 | city 17 props laid out... | |||
props_debris | Debris props laid out... | |||
props_foliage | Foliage props lais out... |
props_wasteland | Concept | Shows [Insert theme here] props | Wasteland props laid out... ...Some of these ended up being used in the coast section of final half life 2 |
proto_bridge | Small playable sequences | Prototype | These are prototypes packed together to save time/space | Dam section from canals in a prototype test. |
proto_c17combine | Combine wall eating up the city, contains some usual prefabs. There exists also a combine razor train. Citadel is a wierd simple brush based thing. | |||
proto_c17inner01 | Oldschool pre-citadel map. Rusty citadel and brush-based. Very early ideas since the walls are still placeholders. | |||
proto_church02 | C17 style street section that leads to a church. | |||
proto_citadel_skybox | C17 overview and the circular citadel model. There are some additional combine structures that aren't recognizable. | |||
..._citadel_skybox3 | Same overview but Citadel is bigger with no substructures seen on the above revision. Citadel design has been changed a bit. | |||
proto_combinebridge | Has parts from c17combine. Added bonus is a very cool bridge that looks a bit wierd, kind of like a rotating combine wall combined with walkable area! Height adjustable by rotation ? | |||
..._combinebrdige01 | Same thing but with more detail added and c17combine section removed. | |||
proto_docks | Docks in a coast'ish setting. one boat vaguely reminds of the first hl2 screenshot with the people waving from the ship. | |||
proto_innerwall | Very close to combinebridge, if any different at all. | |||
proto_outerwall | Seems as if it is an wall meant to seperate the c17 outside area with the inside area. | |||
proto_prison1 | Very early drafts done with the prison, mostly trying out gameplay stuff here with a few enemies and turrets. | |||
proto_riverbed | Canals/Coast influenced river section with some houses. | |||
proto_tree | Wastelands with a few dried trees. |
proto_wasteland | Small playable sequences | Prototype | These are prototypes packed together to save time/space | Same stuff as riverbed, one cliff is missing. |
quarry_town01 | Sketch | WIP | Very early ravenholm concept & draft | A VERY early version of the town map. Has the entry and goes on a bit until where you first meet Grigori in retail. Whole theme is heavily leaned on mining and art direction looks very different. |
quarry_town02 | Starts to resemble ravenholm a bit more! Lots and lots of smaller details and buildings added to support the main theme. Textures altered to look more varied and closer to the retail ones. |
quarry_town03 | Sketch | WIP | Much stuff added, a lot got changed later on. | Typical changes. Much of the layout will be used in the final iteration of this map. A pickup truck exists which was removed later on in the development. |
quarry01 | Exploreable area | concept | Digging site with combine | A huge digging site, combine infested. not much to do. Water at the center |
quarry02 | Some addidional areas added and a train that has had better days. | |||
quarry03 | Split in to a larger area that acts as a 'cliffside' |
quarry03a | Exploreable area | concept | Digging site with combine, idea got scrapped. | No comment |
randalpond | Small playable puzzle | Prototype | A water? puzzle with wooden structures. Town/dock themed | Interesting puzzle section. Seems that you have to fill a tank with water. Not exactly sure how the whole thing is supposed to work but would be interesting to see it functional ingame. |
ravine04 | Exploreable area | Concept | Wastelands themed cliffy opening. | Very large opening, wasteland themed and brush based cliffs. Not much to do. There is a huge hole in the middle where you can accidentally drop in to die. |
ravine04a | Exploreable area | Concept | Wastelands themed cliffy opening. | No comment. |
reflecttest01 | Test | Prototype | Reflection test | Some stuff in a box and a road to test reflections on. |
reflecttest02 | Test | Prototype | Reflection test #2 | Some stuff in a box and a different road to test reflections on. |
rock_caves01 | Small exploreable area | Concept | Displacement cave test | Displacement cave experiment in a box. |
rock_forms05 | Small exploreable area | Concept | Rocks on wasteland, prefab? | Brush rocks in a wasteland-like surrounding. |
rocket | Test | Prorotype | Rocket launcher test in a box. | Close to the one found in c17_ruins. Three targets and a launcher. |
rocket01 | Retextured | |||
rocket02 | Old textures again |
rocket03 | Test | Prototype | Rocket launcher test in a box. | Room has a barrirer dividing two areas. |
roofshack_01 | Small playable area | Prototype | Rooftops altered, three shacks and two citizens. | Rooftops section without stalkers, some shacks in the rooftop and two citizens named "ihateyou" and "ihateyou2". Must have been a bad day. |
rooftop_victory | Small playable area | Prototype | Rooftops with a script and a stalker. | Above area with one shack removed, citizens replaced with one in the opposite building named "lobber". Stalker is near the player in the start. Script test for citizen ? |
rooftops02 | Sketch | WIP | Rooftops map. Early stages of development. | Above area, but earlier on in development. Covers a few blocks and has the older c17 style. No enemies seem to exist yet. |
rooftops03 | Isolated area, selection is same as roofshack_01. Has stalkers and some pickable items. | |||
rooftops04 | Full map again, the later part has been worked on. Some detail additions and other small changes. | |||
rooftops05 | Scanner paths and scanners added, some minor details here and there. | |||
rooftops06 | Some holders added for the paths in the air/against a wall. | |||
rooftops07 | The other building close to the starting one has a fence added. Shack copypasted there as well. ihateyou citizens make a special appearance ! Detail additions and stuff. | |||
rooftops08 | Lobber spawner and his scriptings. Minor details here and there (wow) | |||
rooftops09 | Possibly details, can't really spot anything. | |||
rooftops09a | Same but stripped to only have the start location. |
rooftops10 | Playable area | WIP | Likely the last rooftops iteration before scrapping it. | No comment. |
ruins12 | Sketch | WIP, concept | Streetwar'ish old style c17 section. | Oldschool style C17 ruins, Odell NPC exists but no real logic (This could indicate stage of development and some story elements) Must be an early streetwar concept. |
ruins13 | Sketch | WIP, concept | Very little has changed. | Some small additions. |
scraper_base04 | Sketch | WIP | Vertigo and a part of c17 around it. 'rooftop'-like design. | Vertigo and it's surroundings. Shows some of the stuff cloe to vertigo. Player starts in vert. and makes his way out to a large building. Has some stuff seen in 'bullseye' (apartments hallway) |
sky_walk01 | Sketch | WIP | See above | A straigt copy of scraper_base04 ? |
sky_walk10 | Nodes on ground/air added. Tanks, combines, a stalker and manhacks added. Lots of details and touches. 3D skybox exists. Apartment section now resembles 'func_brush_test'. Endlevel changed as well. | |||
sky_walk10a | Skybox taken oight exist in another map as an isolated area) |
sky_walk11 | Sketch | WIP | Much better at this point. Still much to do.. | No comment. |
skybox02 | Exploreable area | Concept | Wasteland'ish 3D skybox with two buildings. | generic 3D skybox. Two buildings in a wasteland-like enviroment. Must be a quick test/start for c17 outer walls ? |
sniper2 | Prototype | Sniper and tar | Second building added! Same as seen in sniper_street01 & 02. Could this be an very early draft of it? |
sniper_street01 | Test | Prototype | Snipers and different targets tested. | A Sniper test. 'camostreet' design. Targets are 'joe' and 'pete' (proto_sniper) |
sniper_street02 | Test | Prototype | Snipers and different targets tested. | Seems to be the same but with decals added in. |
streetfire | Exploreable area | Prototype, concept | Street fire test ? | Close to 'sniper' lacks the parking lot. This could be an earlier version of it. |
streetfire01 | No comment. | |||
streetfire02 | Parking lot added | |||
streetfire03 | No comment. | |||
streetfire04 | 2D map shows some additions. |
streetfire05 | Sketch | WIP, concept | Street fire test, used as prototyping base for many entit. | No comment. |
streetwar01 | Sketch | WIP, concept | C17 section. Has a few streets. camocity is based on this | Resembles 'camocity' Earlier version of it. Must be a pre-citadel c17 map. Rebel uprising. |
streetwar02 | More crap added to block the void. | |||
streetwar03 | Indoors section added and some props to make it look better. |
streetwar04 | Sketch | WIP, concept | C17 section. Has a few streets. camocity uses THIS one. | Stuff added. streetfire01 exists (no parking lot) in a void. |
strider_street05 | WIP | Early? E3 strider maps. | An early? version of e3_strider. Start and other areas seem a lot more basic, less polished. Has the smaller style sewer section WITHOUT hydras ! |
strider_street12 | WIP | Early? E3 strider maps. | Much closer to e3_strider design. Start changed but the hydra area seems to be still the smaller one. Maybe it was changed only for the e3 show-off and then pasted on to 'under' maps ? |
testroom_fire01 | Test | Prototype, concept | Brush fire in a box | Same kind of fire as seen in streetfire01. Brush based and in a box. |
toxic_pit03 | Explroeable area | Prototype, concept | Toxic, rocky area with cremators. | Sealed 'rocky' area with supposedly hazardous toxic pits and cremators. The toxic idea made in to the final as the canal levels where you need the waterboat. |
train_depot06 | Sketch | WIP | Terminal area with some addition to the trainstation. | A split from rather early terminal levels. Earlier than 'plaza' due to the mid-sized plaza section. Lot's of terminal/industrial removed to focus more on the actual station. Gates addedand a lookout |
train_depot06a | Same with more stuff removed. | |||
train_depot07 | Plaza changed slightly. | |||
train_depot08 | Circulal citadel in the 3D skybox. Some details here and there. | |||
train_depot09 | Small work done inside the station, plaza enlarged a bit, detailings here and there. The usual stuff. |
train_depot10 | Sketch | WIP | More work on the terminal. Plaza takes it on from here. | Close to what plaza started on. Must be an actual gap between the first terminal levels and plaza > e3_terminal iterations. |
VanceHQ | Exploreable area | WIP | Early Vance Headquarters. A lot got changed later on. | a _very_ early version of vance HQ. seen in c17_05_xx in a more complete form. Contains parking/indoors and there is a Vortigaunt. Must be a very early map. Brushwork is very basic. |
wasteland_bridge05 | Exploreable area. | WIP, concept. | Familiar bridge in a wasteland setting for the train. | Same bridge used in canals_03 but a bit extended and has train tracks. Wasteland setting and a linear path to go on. |
wasteland_testmap02 | Exloreable area | Concept | Wasteland displacemenet horror. | Very crude wasteland rocky displacements in a barrier-filled box with some tunnels and stuff. |
vmt_test | Test | N/A | small streetwar01 part isolated in a skybox. | A very small part from streetwar01. Testing I bet. |
zombie_town01 | Sketch | Prototype, concept | Zombies and some prefabs in a linear map. | Prefabs and zombies in a small linear section. Must be the _very_ early quarrytown concepts to bring zombies in a town. |
zombie_town02 | Sketch | Prototype, concept | Zombies and some prefabs... | Same as above. Both are in a wasteland themed setting. |
aaron/c17_canals
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
canal_jetski | Sketch | WIP, concept | Jetski in an canals-like setting. | A rather unique canals map where you use a jetski. Design is not typical canals-like. Has houses constantly on both sides and most of them are in ruins/ blowed up. Everything is still devtextured. |
canal_watertest | Sketch | WIP, concept | Canals-like setting on foot. | Very much the same but with metrocops and without the jetski. |
canals_01_15 | Playable map (use _14) | WIP | See /aaron/canals_01_xx | See /aaron/canals_01_xx |
canals_industrial01 | Playable map | WIP | A reorganized bastille. A lot more work done. | bastille reworked! A lot more detail and touches. Some surroundings seem identical to canals_01_xx so this was most likely the replacement map for it. bastille midway> end changed to start > midway. |
d1_canals_01 | Playable map | WIP, concept | An very early draft of the canals section. | A very early draft of the retail canals map! This is the one after you get your recharge jolt from the vortigaunt. Mostly devtextured and very crudely/quickly laid out. Has some NPC citizens named boxcar_philly and drainage_doug :) Doug got swapped for that female rebel and Philly is in the car where you meet the vortigaunt. Visgroups reveal more canal maps, a lot was laid out in hammer at this point. Very much of this stayed, Mostly additions were done later on. Worth a check! Also has the old helicopter with paths. Links to trainstation_01_to_04 and tempcanals (read more on there) |
d1_canals_02 | Playable map | WIP, concept, sketch | A quick mix&match of existing canal maps to plan a route. entry shack (One you come in with the long ladders). Level changes to: d1_town_01. | A lot of maps put together in a similiar manner as seen above. Starts from canals_03 (very early) Player starts with the buggy. Could be a placeholder for the airboat. _03 ends pretty abruptly and Goes on to canals_industrial01 (Reworked a bit). Paths split to three and the other two lead to nowhere. Middle path gets you to the familiar pass-thru tall hangar structure with combine. After that the structures start to change in to houses that resemble the town maps. Player gets off the boat and encounters a shack after a few alleys that is VERY similiar to the retail ravenholm |
d1_tempcanals_01 | Sketch | WIP | Maybe a isolation to work on this section? | Earlier version of 'canals_industrial01' Less detail and stuff are a bit differently. Alternate spawns most likely link this level to d1_under0102, used as a teaser of things to follow. |
d1_under0102 | Playable map | WIP, concept | An very early draft of the canals sction. | 'd1_canals_01' with more stuff. Things like the tar? puzzle from retail are missing and have a simpler "jump over" puzzle. Mostly the extra stuff is just non-missing pieces. |
aaron/E3
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
e3_seacliff | Sketch | WIP, Prototype, sketch | A section of cliffs and dried seafloor, buggy as well. | Many early elements can be seen in here. Not sure on where all originate from. Has the submarine wreckage, Lighthouse (distant), Eli speeches scattered all over (triggers). A _very_ early draft. |
e3_seafloor | Sketch | WIP, Prototype, sketch | A section of cliffs and dried seafloor, buggy as well. | Similiar to above, lacks most of the seafloor-level and a bit modified. |
e3_seafloor_cliff | Sketch | WIP, Prototype, sketch | A section of... | Similiar to above, a bit modified again. |
e3_strider | Playable map | WIP | E3 strider, concept remade in E3 2003 version. | See /aaron/e3_strider_test. Seems to be identical to it. |
aaron/prefabs
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
prefab_buildings2 | ||||
prefab_canals | ||||
prefab_government | SAME MAPS AS IN THE PREVIOUS DIRECTORY. CHANGES ARE TOO SMALL TO BE WORTH DOCUMENTING. | |||
prefab_industrial | ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ | |||
prefab_modern | ||||
prefab_residental |
aaron/seafloor
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
antlion_cliff | Exploreable area | Concept | Seafloor level with antlions. | Design resembles e3_seafloor. Could be an very early version of it. Cliffs, dried seafloor and antlions. Has parts from proto_riverbed. |
antlion_cliff1 | Exploreable area | Concept | Seafloor level with antlions. | Above map in an earlier form. |
antlion_cliff2 | Exploreable area | Concept | Seafloor level with antlions. (still!) | No comment |
e3_outpost_test | Sketch | Prototype, concept | Wasteland/seafloor outpost. Occupied. | Wasteland/seafloor combine outpost. Long traintracks go over it. Player uses and combine APC to enter but is exposed at some point. Has rollermine spawns somewhere. |
e3_seacliff | Sketch | WIP, Prototype, sketch | A section of cliffs and dried seafloor, buggy as well. | same as in /e3/. Has been worked on more. Has textures on the seafloor now instead of generic dev/measure textures. |
e3_seacliff01 | Sketch | WIP, Sketch | Very early E3 2003 seafloor concept. | Layout changed. A very early concept on what became the E3 2003 seafloor demonstration can be seen. Still lacks proper road and a lot of stuff got changed later on in the layout. |
e3_seafloor | Playable map | WIP | E3 2003 seafloor / coast techdemo/gameplay | E3 2003 Seafloor gameplay-demo. A very refined and E3'fied e3_seacliff01. Almost all of this overall concept made it in to the retail, altough a lot was added and changed. |
e3_seafloor_01 | Earlier version, still has the whole map layout from 'seacliff'-era left as opposed to the stripped found in above. The combine gate was replaced with buildings, one of them is the one where you use your buggy to blast trough a window with a indoor ramp. A lot of this was packed together to keep the map faster-paced and shorter. Train bridge is still taller on this one. | |||
e3_seafloor_02 | A lot of the 'not-seen-in-demo' area got trashed for better performance. Bridge redone and buildings relocated to form the basis for the dock. | |||
e3_seafloor_02_ab | Triggers, gunship, docks and the roads have been added as well but are lacking wrecked vehincles. Some extra buildings surround the area which got removed. Bridge still taller, why was it lowered? | |||
e3_seafloor_02_ds | Same as above, only other half exists on this version. Both have the new style submarine with interior (model instead of brush) |
e3_seafloor_03 | Playable map | WIP, concept etc.. | E3 2003 seafloor development stages. Early to the end. | Back to oldschool design and layout. Same as the stuff in e3_seacliff and others during that time. Stuff just shuffled around a bit. |
hub_test | Playable map | WIP, concept, prototype | Two combine bases and APCs. Antlions & repellants | Wasteland/seafloor style with early antlion repellants and antlions. APCs that you are supposed to steal? Gates open and you can continue on. There are two combine bases, a smaller and a larger one. |
aaron/wasteland
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
big_terrain | Exploreable area | Concept | Wastelands, big terrain area. | Very huge crude displacement area, player gets a buggy but area is pretty deserted. Some junk / scrap here and there. |
hub_test | Playable map | WIP, concept, prototype | Two combine bases and APCs. Antlions & repellants | See /aaron/seafloor/hubtest |
hub01 | WIP, concept, prototype / Two combine bases and APCs. Antlions & repellants | Playable map | Above but in a different development stage. Ups and downs, not sure if which one is older. |
jeep_beach01 | big_terrain changed to include a beach and some ships. 90~% dry land. |
jeep_jump | Playable map | Prototype | Jeep jump racetrack/Physics test? | An totally unrelated jeep test map (more like a set up racetrack). Must have been a boring day since they actually added lots of unnecessary eye-candy ;) |
jeep_test_01 | Playable map | Prototype | Jeep Physics test? | Done in a same fashion as the above. This one has a huge hill leading to a loop! |
proto_bridge | Test | Prototype | Look up proto_bridge. | Same old proto_bridge. |
wasteland2 | Exploreable area | Prototype, concept | Wastelands and a digger. | Same boring wasteland landscape, close to big_terrain in style. Has the digger drivable vehincle ! |
wasteland3 | Exploreable area, test | Prototype, concept | Wastelands and a digger. Special guest: antlion guard | Same, has an antlion king and some raised terrain. |
auto_compile/
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
d1_trainstation_01 | Playable map | WIP | early retail d1_trainstation_01 in it's early days. You arrive in the furthest track and progress in a quite similiar manner compared to the pre-compiled found in the leak. This one has a better looking train but other sections seem a lot more bland. Barney takes you and gives his few lines as a popup text. Last line: "Have fun storming the castle" is unique. | Here be the retail trainstation, Much earlier on in development of course ! Seems to have retail citadel in the skybox. Traintracks have been changed to allow a alternate escape route. |
d1_trainstation_02 | Playable map | WIP | early retail trainstation_02 & 03, reorganized & merged. | Comparing major changes to retail. Start room indicated that this was done after _01 since its more detailed in this map. After the door you are straight in the "pick up that can" section. The large hallway has a straight opening to the plaza. Outside you are called in by a citizen who you follow for a while until he gets busted by the metropolice. The plaza looks a lot more bland. Nice bonus is a subway entrance right away on the left when you walk outside. There is a cafeteria that used to house security equipment that got scrapped in the retail (close to the area where you continue on when you revisit the area (streetwar)). Apartments are moved closer, replaces the place where the combine let you peek a little inside but shun you away immediately. (On the right when you enter the plaza, first underpass) In the apartment there is a chatty citizen (no idea what he says there). An bridge connects the two buildings together (still left in retail, but emepty) The bridge leads to another apartments that leads you to the roof. |
d1_trainstation_03 | Playable map | WIP | early retail d1_trainstation_04 mostly. | Roof is rougly the same layout-wise. The window you go out from is on the left side instead of going straight ahead. Rooftops are flatter. You use ladders at one point to reach another building. Before the last building, the ledges get pretty slim and requires more concentration. No scene of alyx kicking the combines asses, Instead you progress in the house manually (up and down, forward) Story-wise _01 is recycled and you get a placeholder for the lab (area #2 for some reason, the familiar area #1 is missing completely!) HL1 style placeholder teleporter. After failed teleport (you didn't really think that it would actually _work_? ;)) you venture on with barney trough the traintracks. He ends up on covering your ass while you run for it. Story links> d1_trainstation_04. |
d1_trainstation_04 | WIP | replaces retail 'd1_trainstation_05' | d1_canals_01 section but veeery streamlined so a lot of stuff is missing. links to d1_under0102 |
devtest | Playable map | WIP | borealis in pretty good shape. A one big prototyping map? | Later version of nov_borealis. Major additions everywhere and design/quality/era -wise fits in the E3 2003 style. Stalkers, combine, scripted sequences, Odell (placeholder?), Still not the last one. |
e3_bugbait | Combines bits from 'sawyer/d1_prison_02-05'. There is an altered bathroom area as an leftover, which hints that the entry was altered for e3. |
e3_c17_01 | Gordon and Barney C17 snippet. |
e3_c17_02 | Strider C17 snippet. |
e3_lab | Lab. |
e3_traptown | Show-off stuff for E3, earlier versions still had that water tank to jump in to. So e3 version was just a show-off mockup. Connections: "d1_town_04_to_03." landmark. |
e3_seafloor | Has some stuff that hints that the entry used to be where the current retail is. Still has leftovers from early days (Eli speech triggers). |
e3_techdemo_1 | Face posing (First tech showing with gman speech lipsync etc..) |
e3_techdemo_2 | Deform, physics room. |
e3_techdemo_5 | "Stress test" rooms. Interestingly one visgroup is named "05 hydras" |
e3_techdemo_6 | Docks. Town entry reminds something a bit closer what is seen on the retail. Reuses an wasteland 3D skybox. |
e3_under_02 | The hydra scene. |
testroom_standards | Exploreable area | N/A | Measuring reference. | Measuring textures all over, Contains pre-determined values for heights, halls etc.. a consistency reference. |
zoo_shader | Exploreable area | N/A | All(?) shaders in various rooms. | Shaded stuff! If you want to see a plethora of different shaders then check this one out. |
bill/
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
alyx | Test | Prototype | Isolated box | A test room with alyx inside it. |
barney | A test room with barey inside it. | |||
citizen1 | same but with changed model. | |||
citizen2 | same but... | |||
conscript | ... | |||
consul | ||||
eli | ||||
gman | ||||
ihvtest | ||||
kleiner | ||||
mossman | ||||
mossmankleiner | ||||
odell | ||||
scientists |
zoo_extras | Test | Prototype | Isolated box to test AI/model ? | Same crap, but this time there are multiple citizens. |
kleiner_labtalk | Playable sequence | Prototype | Lab area, testing the whole script in one go. | The extended, bigger lab with the teleporter and underground area working ! links to d1_steam01. map's real name is subt_kleiner |
testroom_labtalk | Test | Prototype | Isolated box to test a script | Some labtalk stuff in a similiar isolated box as the ones above. |
c17/
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
proto_c17courtyard | Exploreable area | WIP, sketch, concept | Early streetwar section found in the final. | Familiar from retail. Streetwar section. One of the alleys where you have to go in/out apartments to get further on with it (a fence blocks straight entry). Final has rebels with a wooden bridge. |
proto_c17map | Exploreable area | WIP, concept | Very rough draft of a c17 blueprint. | Whole c17 laid out in a very crude manner. Not sure on which stage of development this came in. Design looks closer to what E3 2003 has. |
proto_trainstation | Sketch | WIP, sketch | Trainstation draft with some canals thrown in. There is a canals section hidden. It's the one with the three tar/water jumps that throw you down. The whole section has some detours/differences, used to be more complex in a way. | Draft on the first few maps. Trains are tram models. You can access the whole station since nearly all the barring walls are not there! Plaza metro stairs are in a different spot. |
cclee
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|---|---|---|---|
(N/A) |
charlie/
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|---|---|---|---|
(nothing in the root) |
charlie/maps
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
c1a3_port | Playable map | Prototype | c1a3 ported to test a fully functional map, demo? | c1a3 from half-life 1 ported for half-life 2 with assets changed to match the counterparts. |
camoroom | dupe of '/aaron/camoroom' |
ragdoll | Test | Prototype | Physics test for ragdolls. | Two rooms connected by three hallways using borealis assets. Has some zombies, a combine, few boxes and a water brush. |
testroom_bullsquid | Test | Prototype | Bullsquid test | Two roomd with a bullsquid, seperated by a wall. |
testroom_frag | Room with some physbox objects. | |||
testroom_lamps | Hallways with lamps, reminds _steam_ map series. | |||
testroom_physics | 'ragdoll' with no enemies, just physics objects. | |||
testroom_physprop | A box with physics props. | |||
testroom_scene | Alyx and Barney, also a choreo_scene to test the awareness? | |||
testroom_skybox | Sky texture applied in a skybox box. Early map ! | |||
testroom_standards | dupe of 'auto_compile/testroom_standards' | |||
testroom_water01 | A container for water, crude box. |
zoo_model | Exploreable area & test | Concept, Prototype | A model Zoo | Multiple rooms with the main npc/enemy/friendly models. |
zoo_particle | Test | Prototype | Two rooms, npc_particlestorm test. | Two rooms, has the npc_particlestorm entity!! |
zoo_shader | dupe of 'auto_compile/zoo_shader' |
zoo_weapon | Exploreable area & test | Prototype | A weapon Zoo. | Similiar to 'zoo_model' has the weapons and 'hand models' AR-1 Shows an early skin for the hl2 HEV ! |
citadel
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|---|---|---|---|
(N/A) |
d1_town/
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
d1_town_01 | Playable map | WIP | Very good progress on ravenholm (maps order got changed) | Town map, dev stage is approx. in E3 era. linked to from canals. Has much of the retail features but starts straight from the second ravenholm map (no outdoor grassy area first). Suprisingly much has been laid out in hammer and a lot of the stuff are very close to the final iterations layout/concept/idea-wise. Just lacks the polish. |
d1_town_02 | Playable map | WIP | Caverns section, still work to be done. Gameplay is there. | The caverns entry/main room as seen in the end of ravenholm. This has a headcrab generator/mother/whatever blocking your path. You need to get up and get the digger, blast away some barriers and then use it to kill the generator (termorarily a combine advisor model). Elevator takes you up to the d1_town_03 (strangely landmark says that this is _03 and the next will be _04, leftover?) |
d1_town_03 | Non-traptown version. Further work done. | Has the second area which is largely different to retail and different progression. in same style as _05 | WIP | very close to '/aaron/d1_town_03' No refereces to the cavern-version of the map. |
d1_town_04 | Playable map | WIP | Traptown and _03 mixed together, no combine elements. | A mixature of _03 and the e3 version! Starts where the retail does as well and has the previous sections removed. It now links to 'town_03_gameplay'. Still has the water tank instead of combine. |
d1_town_05 | Playable map | WIP | An early retail area. (available as map source from valve) | Linked from _04. The main area of ravenholm (The one which is available as an official map source) Early version of it (Oh, wow.) Progression is same to retail. End links to _04 as well ! Contains both maps (_04 and _05). The _04 progression is different since _05 is thrown in at a different time. |
d1_town/e3
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
e3_phystown | Playable map | WIP | E3 2003 demo reel stuff. | E3 2003 traptown, nothing in particular spotted. |
e3_phystown2 | Some misalignments fixed, 2/3 of the map is missing. |
e3_phystown3 | Playable map | WIP | E3 2003 demo reel stuff. | Same as above, trying different traps out. |
e3_town_04 | 'e3_phystown2' section without E3 stuff. | Test | Same section as above, but in the non-combine dimension. |
e3_town_05 | dupe of 'd1_town_05' |
d1_trainstation
(all dupes of the counterparts in '/auto_compile/')MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
d1_trainstation_05 | Playable map | WIP | Kleiner's lab in a "close to final" state. | Kleiner lab, a bit altered from what has been seen before. Entry is close to final in layout. Teleport room will instantly put you to 'd1_trainstation_01' |
d2_coastline/
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
coastline_bridge | Playable map | WIP | Coast bridge map (pre-sandtraps) | The big train bridge from retail. This one has a regular road instead of the traintracks. Most of the basic layout/gameplay is there, but lacks the detail completely. Other side of the bridge reveals a unused road that got scrapped. Bridge mid-sections used to have some generators instead of random shacks found in the final. |
coastline_cliffside1 | Exploreable area | WIP, concept | Coastline with a road. Very early stages of dev. | Very early draft on a road along the coast. Seems a bit familiar but I can't pinpoint the counterpart from retail. |
coastline_cliffside2 | Exploreable area | WIP, concept | Coastline with a road. Very early stages of dev. #2 | Same as above, this section resembles the section from retail where you first meet rollermines with your buggy. (After some tunnel?) |
coastline_lighthouse | Exploreable area | WIP, concept | Coastline with the same style as above. #3 | A bit same layout to above. Has a lighthouse brush (model look-a-like) near the end. |
coastline_map01 | Exploreable area | WIP, concept | Coatline maps as a whole in a scale model! | A layout of the whole coast in a scale model! Will help if you want to piece these maps together. (Has borealis??). Ends in a prison (no bugbait puzzle). Detail is very rough and blocky. Lots of stuff can be found like the e3 section hidden away a bit from the rest. |
coastline_prison | Exploreable area | WIP, concept | The last coastline map, ends in a prison and has borealis? | 90% same as in the _map01 blueprint. Only two borealis clones have been added (with a less bright colour) |
coastline_warehouses | Exploreable area | WIP, concept | One of the first coast maps. | Houses, same as above, can be found in the layout. Strange that it has some docks.. (Not similiar to the ones in the first retail coast level) |
d2_coast_01 | Exploreable area | WIP, concept | First coast map (same gameplay as retail) | Very early design of the first coast map (first in retail as well, you get the buggy in here). Has all the basic ideas, get buggy, progress higher and jump over a bridge. |
d2_coast_02 | Exploreable area | WIP, concept | Second coast map (rougly close to retail) | A bit more detail than above. Has a small combine outpost near the end and the submarine makes an appearance! No roads to be found. |
d2_coast_03 | Sketch, playable map | WIP | Third coast map. (Pretty close to retail overall) | Un-E3'fied seafloor. Lacks the lighthouse and Some other stuff as well. No clear entry, could be that player used to enter from the lowest level? _02 ends so. |
d2_coast_04 | Exploreable area | WIP, concept | Fourth coast map, got reworked in the end. | Very early draft on a road along the coast. Section is not familiar. |
d2_coast_05 | Exploreable area | WIP, concept | Coastline with a road. Very early stages of dev. | Very early draft on a road along the coast. Seems a bit familiar but I can't pinpoint the counterpart from retail. |
d2_coast_06 | Playable map | WIP | Coastline bridge map, newer than 'coastline_bridge' | An extended version of 'coastline_bridge'. Visgroups reveal an older iteration of the brdige! Early 2001-2002 syle design with brush based architechture and blurrier textures. |
d3_borealis/
A close to 'devtest' stage of development on borealis. Cut in to parts to help the performance and loadtimes since it is getting pretty huge and complex at this point.MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
d3_borealis_01_006 | Playable map | WIP | Borealis 1/3th, "Backside". similiar to 'devtest' | The side opposite to 'devtest' start is playable in here. This time around it contains more stuff and doors. Links to d3_borealis_02 and d3_tug. |
d3_borealis_01_008 | Start area has been isolated away, rest is missing. | |||
d3_borealis_01_009 | Exact opposite. |
d3_borealis_01_017 | Playable map | WIP | Not much has changed except the start and meat room. | All back in again, stuff removed from the start. Meat cooler room has been blocked (only available via visgroups!). Small changes everywhere. |
d3_borealis_02_001 | Playable map | WIP | Borealis 1/3th again. "Middle". | View to the sea (pieces of ice floating). Lacks Odell and has some combine-like structure inside a few rooms (breaking them). Inside there are a few female assasins. |
d3_borealis_02_002 | More detail again, fridge area has been done better. |
d3_borealis_02_003 | Playable map | WIP | Not much has changed. | Some stuff in the fridge backdoor. |
d3_borealis_03 | Playable map | WIP | Borealis 1/3th AGAIN. more "Middle" than before. | You can walk around the deck. Some areas more done than others. Close to _02_ in many aspects. |
d3_borealis_001 | Playable map | WIP | No comment | No comment. |
d3_borealis_04_001 | Playable map, sketch | WIP | start from 'devtest' and stuff from _03_ | 'devtest' but starts from the inside instead. Gets cut when you to lower floors. Middle outdoor from _03 exists also. |
d3_borealis_04_002 | Above. | WIP | No comment. | No comment. |
d3_borealis_05_001 | Playable map | WIP | Engine rooms from borealis. | This time around we be having combine in the engine rooms. Engine rooms have new model syntax as opposed to _01_ maps. Blood and violence ahoy! |
d3_borealis_05_005 | Playable map, sketch | WIP | Afrer the engine rooms, last parts. | This time around we focus on the last two hangars before escaping on the tugboat. Not much to see, old engine room can be found behind the level changing triggers. |
d3_borealis_06_001 | Playable map, sketch | WIP | parts from _02_ | combine wierd thing from _02_ and the meat room. |
d3_borealis_07_001 | Playable map, sketch | WIP | Borealis deck and hangar. | Player outside in the front, entry is done where you exit the ship approximately. Continues on to _06_. |
d3_tug_01_011 | Playable map, sketch | WIP | Borealis basement with water. | Basement section with water, just a few hallways and stairs. |
d3_tug_01_013 | Exploreable area (needs skybox) | WIP | Unplayable section of above. | Severely cut and isolated. |
dario/
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
borealis_full | Playable map (whole chapter in one map) | WIP | Full borealis from 2001. | Wierd mixature when compared to d3_borealis. Has pretty early design and architechture (not same as nov_borealis). More polished than 'd3' but lacks a lot of detail and stuff that was added later. Area of coverage is comparable to 'nov_borealis' or 'devtest'. Must be a show-off map due to all being together in one map (slow as hell). |
borealis_full_untouched | Same as above. | WIP | Full borealis from 2001 again. | Largely the same, has two visgroups which clip eachother a lot. Lacks the surrounding sea and stuff. |
c17_archetype | Playable map(s) | WIP | 'd4_streetwar_01' with a big overhaul. | Loosely based on 'd4_streetwar_01'. Much further on with development, has multiple areas which are not connected together, worth a check if you want to see an early'ish streetwar. Ends on plaza. |
c17_assault1 | Playable sequence | Prototype | Building ambush / assault map. | One of the buildings found in above map, earlier designs. Contains a few floors and you + the AI are ambushing it. Attic has a few weapons. |
c17_assault2 | Playable sequence | Prototype | Plaza ambust / assault map. | Same idea as above, this time you are assaulting the plaza from 'c17_archetype'. |
c17_test1 | Playable map | WIP | Streetwar streets and the courtyard. | Streetwar streets. One of the unreachable areas from 'c17_archetype'. Has the 'proto_c17courtyard' section merged in with gameplay modifications and some textures. Ends in combine walls. |
d1_town_01_dario | Playable map | WIP | Minecart ravenholm, done before 'd1_town/d1_town_01' | earlier and different from 'd1_town/d1_town_01' Has the old minecart progression/puzzle. But lacks a plethora of other puzzles introduced later on. Has a few maps merged in but it is still a lot more linear (lack of puzzles) compared to what it is later on. entry is done the oldschool way from the road and you enter the building via a hole (same where you start from in d1_town_01). Lot's of other stuff that was cut can be still found in here. Really worth a check if you want to see original ravenholm stuff but still want it to be in a good shape. |
d1_town_03 | dupe of 'd1_town/d1_town_03' |
d3_borealis_01 | see 'd3_borealis/d3_borealis_01_006' |
d3_borealis_02 | see 'd3_borealis/d3_borealis_02_001' |
d3_borealis_03 | dupe of 'd3_borealis/d3_borealis_03' |
d3_borealis_04 | see 'd3_borealis/d3_borealis_04_001' |
d3_borealis_05 | see 'd3_borealis/d3_borealis_05_001' |
d3_borealis_06 | see 'd3_borealis/d3_borealis_06_001' |
d3_borealis_07 | see 'd3_borealis/d3_borealis_07_001' |
d4_streetwar_01 | see 'aaron/d4_streetwar_01' |
e3_ship | Playable E3 map | WIP | E3 modified borealis, after 'devtest' | E3'fied borealis with some crazy scripting and optimizations. A few maps are merged in here. From the looks of it, it's post-devtest era. Is this one of the rumoured "E3 2002 reel" ? |
streetwars01 | Exploreable area | Concept | Old streetwars style map. Linear and seems to be a mockup. | Oldschool 'brush 17'. Linear street that forks in to two for a short period. Seems to be a mockup. |
streetwars10 | Exploreable area | WIP, sketch | In-design d4_streetwar_01 | Maybe a advancement from the one above? Shaping up to be the 'd4_streetwar_01'. Also has the early vertigo |
dave/
airex maps have LOTS and LOTS of stuff hidden behind visgroups, be sure not to enable all at once! (lots of old stuff will clip / collide with new stuff). All maps have lot of them laid out but are very crudely done. I'd say that these maps are from 2001-2002, One could take this all and have enough to go with to faithfully finish what valve didn't. Remember that nearly 90% of what you see are placeholders.MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
airex_0102 | Sketch | WIP, concept | Airex 1 and Airex 2 in one map. | Allright, this level is so huge content-wise and the map screams like a detuned violin. Insane amount of stuff hidden behind visgroups. |
airex_03040506 | Sketch | WIP, concept | Airex 3/4/5/6 in one map. | The rest, Split in to three areas by visgroups. Core interior/exterior and surroundings. Refinery & surroundings. Has some old fan+wind puzzle in one group. So much to see in these both! |
airex_rough_puzzles | Test(s) | Prorotype, concept | Various puzzle candidates in visgroups. | Puzzles for airex, rough drafts hidden in visgroups. Pretty interesting stuff to avoid, one in particular reminds me of the EP1 "combine energy ball in a shaft" puzzle. |
airex_start | Sketch | WIP, concept | Airex start | Basis for the starting section. You smash your way in to the air ducts. Visgroups hide some stuff seen on the above maps. |
d1_tempcanals_01 | Sketch | WIP | Slightly reworked 'bastille' | A section familiar from '/aaron/d1_tempcanals_01'. |
d1_tempcanals_02 | Sketch | WIP | '/aaron/d1_canals_02' with some wierd 'd1_under_04' links | A cut version of '/aaron/d1_canals_02' For some wierd reason the hangar area has two entries/exits to 'd1_under_04'. You had to go trough an under section. Maybe to open some gates? |
d1_under0102 | Sketch | WIP | 'aaron/c17_canals/d1_under0102' a bit cut. | A section from canals ase seen in '/aaron/c17_canals/d1_under0102' (In a bit? later stage.)? Visgroups reveals the 01 OR the 02 map. Also hidden away is a very early canals design! |
d1_under0102a | Manhack debut area from _02 visgroups isolated and some stuff worked on. | |||
d1_under0102b | Some layout changed, rest aside from 'manhack debut' has generic measure textures applied. A bit more brushwork and detail on _02 areas. Most of the changes is where the 'water mixer' is in final.
_01 area: Quickly scrapped entry, school bus(!) entry is done in the same way as seen in '/c17/proto_trainstation', actually very similiar with a lot more detail of course. | |||
d1_under0102bbbb | Opened some areas up, 'water mixer' area reworked again. Other layout changes on 02. | |||
d1_under0102bbbbb | 01: Changed the 'drop in to' tunnels a bit. 02: Pipe extended and the level is now finishable. | |||
d1_under0102bbbbbb | 01 has some wierd modifications that make it almost unfinishable at it's current state. 02 does not exist. 01 has grey measure textures all over it. | |||
d1_under0102bbbbbbbb | Clost to above in 01 part. No more "drop in" entry. Bus is cut. 02 has some missing brushes, likely due to changes. Pipe has some changes and cosmetic background where it ends. Minor details. |
d1_under0102new | Playable map(s) | WIP | Under 01 and 02. Seperated by visgroups. | Pretty close to 'd1_under0102'. Some stuff changed and added. Some metal doors added and textures here and there. 01 starts from the slide down to the open area in canals. Then goes on to a door that takes you to two slide-traps. You move on to 02 which has some changes done. Citizen 'joe' is the one getting killed by the manhacks. Ends near the manhack room (flooded in retail) You get a peek of canals in the end (moved away from 01). Continues on further 'under' |
d3_under0102 | Playable map(s) | WIP | Under 05 and 06. Seperated by visgroups. | Again the: "Let's hide random stuff behind visgroups" -day. Just the hydra gameplay levels :) Yes, you heard that right! Hydra in a non-e3 enviroment and as a part of the gameplay ! I will explain these as visgroups since this map basically tells a lot on the hydras. |
VIS #2 | Various hydra encounter prototypes. Rooms with a circular shaped hole (similiar to the tentacle monster in the first game) Other gameplay stuff here and there. | |||
VIS #1 #4 #5 #6 | A section linked from 'd1_under_04'. Starts off with stairs that lead to a sewer tunnel. After a few turns you end up in something that resembles the citadel entrance chasm / digging site. Crossing the wooden planks to the other side will lead to another tunnel. Interesting fact that combine walls can be seen above, but what you are going under in to isn't the citadel! It is the Depot model! In the tunnel you will find a small hole, dropping down from it will throw you together with multiple hydras and some combine. (after defeating?) will get you access to level change. | |||
VIS #3 #8 #9 | You continue on from the hydra introduction scene to a huge drop in to the water. Area looks pretty original (close to stress test designs). The whole area is Pretty well done since it has models, gameplay, textures and stuff. Progresses on to a bridge that takes you to a larger sewer area. After a while you will meet npc_hydras. Later on you will reach an another hallway that takes you to.. Stress test start! This is what the original purpose of that elevator and shaft is!. Links to d1_canals_01 for some strange reason. Crazy mindfucks with the progression order, eh? WORTH A CHECK! |
demo_matgallery | Exploreable area | Prototype | 'kleiner_labtalk' modified a bit for showoff purposes. | 'kleiner_labtalk' in a modified / earlier? form ! Has swappable version via visgroups, Material demo or the real deal. Missing nearly all the detail from 'kleiner_labtalk'. Links to 'subt_01' Instead of the steam map. Mat enabled version is largely the same but with slight changes and mostly a model showoff. All various NPCs scattered around the map. Container in place of the teleport! |
e3_techdemo01 | Early 'e3_techdemo_5'. This follows the same style that is seen near the end, linear tight corridors with sightseeing on the right. Has foliage and some gman rooms with props. Implemented in 'e3_techdemo_1' later on as a seperate map. |
e3_under_02 | 'e3_under_02' with visgroups mocking at you since they do nothing. See 'e3_under_02' for details. |
kleiner | 'kleiner_labtalk' with some very slight modifications. See 'kleiner_labtalk' for description. | |||
kleiner2 | See above |
ms_lab | dupe of '/aaron/ms_lab' | |||
proto_underground |
proto_underground_combine01 | Exploreable area | concept | citadel<>sewer chasm design/test | Early version of the citadel chasm and sewers as seen in 'd3_under0102'. Early citadel designs in a box. |
proto_underground_combine01a | Exploreable area | concept | citadel<>sewer chasm design/test | Same as above, has a start on the wooden planks that cross. |
subt | Sketch | WIP, concept | arcade > lab map. Oldschool c17 design. | This helps you to piece the long lab and the arcade together! Underground segment in the style of old c17. Whole map has visgroups that hides some stuff but it's a brushy maze mostly. Check it out! |
subtbbbb | Sketch | WIP, concept | d1_under0102 to this one. Takes to _04 | Whats up with the naming?. Has parts from above map but implemented as 'd1_under_03' most likely later on in development ! Much of this made in to retail in some form as did nearly all _under_ maps. |
temp3 | Exploreable area | concept | airex, earlier than the 'airex_03040506' thing ? | see airex maps, so many revisions plastered together with bubblegum that it's very hard to document these properly, yet alone describe them in a way that anyone other than me understands it. |
dave/compile_versions
All under maps area finishable. Worth a check since these are one of the best 'new style' under maps found anywhere in this pack.MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
d1_under_01 | Playable map | WIP | 'd1_under0102' seperated. 01 map. | A seperated 01 from 'd1_under0102' 01. No other modifications. |
d1_under_02 | Playable map | WIP | 'd1_under0102' seperated. 02 map. | A seperated 02 from 'd1_under0102' 02. No other modifications. |
d1_under_03 | Playable map | WIP | 'subtbbbb' with some advancement. | 'subtbbbb' from the previous folder. Some small changed like details and citizens added with no function. |
d1_under_04 | Playable map | WIP | 'e3_under' with no hydra and some other crap instead. | See 'e3_under' Everything until the hydra is the same. Hydra area replaced with a large hall that was moved to the endgame in retal (whole map was). Seems that you where supposed to enter this map from the canals huge hangar (see 'd1_tempcanals_02' on previous folder). Has extra visgroups that reveal nothing. Large hall advancement is a bit different since you go down instead of up. This is the hall where you use the cart to get higher. No other hydra references. One tunnel does have vaguely similiar design. |
d1_under_05 | Visgroups #1 #4 #5 #6 from 'd3_under0102' as 'd1_under_05' | . Look those for a description on what is stored in here. Hydras cut. | WIP | See 'd3_under0102' from the previous folder. Has the visgroups: #1 #4 #5 #6 |
d1_under_06 | Playable map | WIP | Visgroups #3 #8 #9 from 'd3_under0102' as 'd1_under_06' | See 'd3_under0102' from the previous folder. Has the visgroups: #3 #8 #9. Look those for a description on what is stored in here. Hydras cut as well. |
d3_under_06 | Playable map | WIP | Above as a hydra variation. | Above, but this time with the hydras intact. |
d1_sewer_steam1 | Early draft of '/dave/compile_versions/d1_under_04'. | Elevator shaft hidden in visgroups. | WIP, concept, sketch | Very early draft on the middle section of '/dave/compile_versions/d1_under_04' No gameplay and some layout changes. |
d1_sewer_steam2 | More work done, _04 start area has straight connection to the hall with no staircases in the middle. Details in the hall and some organic looking tubes? added. | |||
d1_sewer_steam05b | Details, the level now has a rough draft on the sewer area (after the main hall). Borealis props copied over. | |||
d1_sewer_steam05c | Alternte endlevel layout. Has a very early hydra holder as seen in 'd3_under0102' from the previous folder !. | |||
d1_sewer_steam05g | to-be Hydra section is now part of the map flow. Changes again the in the areas close to it. Has some wooden plank puzzle added in after the hydra section. | |||
d1_sewer_steam06 | Lab's goo pipe textured pipe and an elevator in an isolated area. |
d1_sewer_steam06b | Sketch | WIP, sketch | Still and early draft. First iterations of hydra as well! | _06 elevator in a visgroup. Lot's of other random stuff overlapping. Visgroups reveal an alternative hydra scene, a bit more refined one still in the same 'tube' style. |
d1_sewer_10 | Sketch | WIP | Early iterations on the 'd1_under0102' | 'd1_under0102' Likely in it's earliest forms. Lot's of crude brush design and many areas are altered a lot (some are longer and some shorter). Worth a check! Has the busride in visg. and the bus! |
d1_sewer_11 | Layout changes. early e3 hydra sequence also hidden in visgroups ! | |||
d1_sewer_12 | No comment. | |||
d1_sewer_13 | Texture changes? | |||
d1_sewer_15 | Changed 02 endlevel tunnels, circular room designed (transition room) | |||
d1_sewer_16 | Endlevel changes again, has stuff from 'subtbbbb' Ends abruptly in a circular room with manhacks. Some displacements added as well. | |||
d1_sewer_17 | No notieable changes. | |||
d1_sewer_23 | Major texture changes and some layout as well. | |||
d1_sewer_25 | Another texture change on nearly all. Layout changes and details added as well. | |||
d1_sewer_35 | Different section, an early '/dave/compile_versions d1_under_06' Visgroups reveal crude drafts on the map layout. 01 and 02 exist as well. A bit refined (follow along 'd1_under0102' variations). | |||
d1_sewer_36 | One curve in the tunnels has been finalized. No longer a brush hell in that section. | |||
d1_sewer_37 | No comment. | |||
d1_sewer_41 | Extended the sewer area. No real changes to the other areas. | |||
d1_sewer_43 | Elevator area added in an early form. Other layout changes. | |||
d1_sewer_44 | Some minor layout changes. | |||
d1_sewer_47 | Bridge has been wrecked up a tiny bit. Rocks now force the player to take a detour near the 03 start. 01 and 02 are still the same. | |||
d1_sewer_48 | Start drop in 03 changed a bit ? | |||
d1_sewer_49 | No comment. | |||
d1_sewer_51c | Changes around the elevator area | |||
d1_sewer_51d | Changes around the elevator area | |||
d1_sewer_51e | Same, they all focus on the stairs that lead to the elevator room. | |||
d1_sewer_51f | Elevator room changes | |||
d1_sewer_51g | Cosmetic changes on 02. Mostly some texture and displacement additions / swaps. | |||
d1_sewer_51h | Some alternate ideas for the sewers after the circular room (which is after the manhack debut). Isolated. | |||
d1_sewer_51i | Loads of cosmetic and architechtural changes. Some in 01 and some in 02. 03 has a few additions as well. Entities / triggers and stuff added. |
d1_sewer_51j | Playable map(s) | WIP | Later iterations of d1_under 01 02 and 03. | Changes to sewers (close to the section seen in 'h') |
d1_under0102 | 'd1_sewer_51j' with some more details, nothing major except lacks the 03 area. |
d1_under0304 | Playable map(s) | WIP | Various sewer maps punched together to form a progression. | An alternate detour to the 'hydra sewers' You start from the sewers near the end of 'd1_sewer_xx' _02 parts. After that you are slapped in to pasted 'd1_sewer_steam' which leads you to a dead end. Does not have much interesting stuff besides being a collage of various sewer maps. |
demo_matgallery01 | Exploreable area | Prototype | 'kleiner_labtalk' modified a bit for showoff purposes. | Older variation of the same in the previous folder. Lacks the original stuff in visgroups. |
demo_matgallert01b | Exploreable area | Prototype | 'kleiner_labtalk' modified a bit for showoff purposes. | A bit newer version of aboce. |
proto_underground |
_combine05 | Exploreable area | concept | citadel<>sewer chasm design/test | Early version of the citadel chasm and sewers as seen in 'd3_under0102'. Early citadel designs in a box. |
airex_03040506 | dupe of '/dave/airex03040506' |
d1_under0102 | see '/dave/old/d1_under0102' |
d1_under0304c | Earlier '/dave/old/d1_under0304'. | Has the combine/citadel chasm and loads of other stuff seen in sewer levels. | WIP | see '/dave/old/d1_under0304'. Could be a bit earlier version of it ? |
david
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
balcony | Scripted sequence | Prototype | Father Grigori shotty balcony script test. | Father grigori meeting (When he gives the shotty). Isolated in void. Based on the non-e3 version with wooden crap surrounding the balcony. |
ents | Test | Test | Entity zoo/gallery | Various entities in a zoo type map. Has 11 rooms in a prison-like texture setting. |
proto_crush | Test | Prototype | Car crushing test. | Crushing vehincle that drops on the combine, puzzle idea very close to the one in ravenholm where you drop the cars on zombies. |
test_poisonzombie | Test | Prototype | Poison zombie, ladders, stairs in a boring box. | Poison zombie test in a generic boring test map with ladders and stairs. |
turret_puzzle_01 | Test | Prototype | Turrets and some log-like blocking things. | Some rejected turret puzzle where you drop some log-like round objects to block the vision and run past them. |
(N/A) |
demo
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
alyx | dupe of '/aaron/alyx' |
barney | dupe of '/aaron/barney' |
demo_arctic | Exploreable area | concept | Big arctic terrain/scenery. Borealis, structures and a cave. | Early arctic map concept, seems to be demoreel material for engine showcases. Has the early borealis brushed up and a few structures with a cave. Only scenery. |
demo_chargallery01 | Exploreable area | Prototype | Very early Kleiner lab design with random NPC models. | see '/dave/olddemo_matgallery01' I think that this one is the earliest kleiner lab iterations. |
demo_citadel01 | Exploreable area | concept | Antique citadel design, early pods and some crazy ideas. | Antique citadel designs. Very crude design and many interesting design ideas for the interiors. Contains what probably is the earliest pod/container design. Uses white tiles for texturing. |
demo_citadel02 | Exploreable area | concept | Antique citadel design, Some silo-like holes. | Antique citadel designs. Different area to above with many circular holes/silos. One of them has a grinder at the bottom. Contains some random cosmetic catwalks. |
demo_matgallery01 | see '/dave/old/demo_matgallery01' |
eli | dupe of '/aaron/eli' |
dev
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
digger | Test | Prototype | Digger control test with a placeholder. | Old digger entity test. Has a monitor that has the controls done via an entity. Small box with a ramp and the digger placeholder. |
test_event | Test | Prototype | Triggered explosion test. | Trigger induced shack explosion test in a box. |
testroom_portal | Test | Prototype | Two rooms, inaccessible. | Two seperated rooms with nothing interesting. |
e3_hydra
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
e3_hydra | Playable sequence | Prototype | Hydra part from e3_under. Likely before it was added in it. | e3 Hydra sequence section isolated. Entrypoint that is in the e3_under version does not exist yet. |
e3_under_02 | Playable sequence | WIP | e3_under demo map. | Largely the same to e3_under, no visible changes. |
e3_under_02a_splash | See above |
e3_lab
NO MAJOR CHANGES SO I WON'T DOCUMENT OTHER THAN THE COMMENTS.MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
e3_lab | e3_lab. See other dupes of it for more info. |
e3_lab_ml | Above with more junk. |
e3_lab_sentences | This time with all the choreo scenes laid out in a nice line, Kleiner and Alyx lines are neatly organized. No strider section / wall blast. |
e3_phystown
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
e3_phystown | dupe of '/auto_compile/e3_phystown' |
e3_techdemo
THESE ARE ALL TECH DEMOS WITH LITTLE TO NO GAMEPLAY ELEMENTS. SOME OF THESE ARE AUTOMATIC SO PLAYER JUST WATCHES AS THE SEQUENCE UNFOLDSMAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
e3_end | The void tunnel where you get flashes of various images and gman telling you "Isn't this just like old times". Transports player to HL2 logo after the sentence. Has hydras for "electric-like" effect. | |||
e3_hl2logo | HL2 logo and a box that houses the player to give a nice starting fade. | |||
e3_techdemo_1 | dupe of 'auto_compile/e3_techdemo_1' | |||
e3_techdemo_2 | dupe of 'auto_compile/e3_techdemo_2' | |||
e3_techdemo_3 | Measurement room with some zombie + citizen action thrown in to show off the AI. | |||
e3_techdemo_4 | e3_lab without gameplay elements. Area has been duplicated three times. First you start with a HL1 style design of the lab, teleport to HL2 style without props and the last one has the props. | |||
e3_techdemo_5 | dupe of 'auto_compile/e3_techdemo_5' | |||
e3_techdemo_6 | dupe of 'auto_compile/e3_techdemo_6' |
entity examples
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
ai_guide1 | dupe of '/aaron/ai_guide1' |
func_smokevolume | Test | Prototype | Smokevolume test in a box. | Smokevolume test in a box. |
FuncMonitor | Test | Prototype | Monitor & TV test. | Monitor test, There is alyx in a box with a camera, not reachable. |
randalpond | dupe of '/aaron/randalpond' |
eric
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
laundry_props | Exploreable area | Prototype, concept, WIP | Laundry room from the prison maps. | Laundry room in a very early state. Has models laid out but not viewable in hammer. Some combine but no real progression. |
trap001 | Small exploreable area | Prototype | Two models laid out in a box. | Some wierd crane/arm thingy and a shredder. Seems similiar to the one in 'citizen_tech' |
traps001 | Small exploreable area | Prototype | Three(!!) models laid out in a box. | Same as above with a guillotine added in. |
zoo_props001 | Exploreable area | concept | Prison-like setting with some props and an outdoor area. | Interesting prison-like prop-littered area with outdoor section. Skybox has two tall c17-like buildings. Maybe this was some sort of depot near the c17 exit ? Could just be a test map as well. |
gary
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
50antlions | Test | Prototype | 50 antlions in a box. | 50 Antlions, stress/AI test ? |
50assasins | Test | Prototype | 50 assasins in a box. | 50 assasins this time. |
bumplightningstyle | Test | Prototype | Normal maps tested in a box. | Normal maps test on various textures. |
predator | Test | Prototype | Measurement room with Predator, lack the stairs. | Measurement room with a predator entity and some paths. What is really interesting is the actual predator model itself! With some poking trough the variations thumbs it turns out to be an early Alyx! |
test_lightstyleperf | see '/aaron/demo_rubble' |
..._bumped | Same as above, but with everything replaced with one texture to show off bump maps. |
..._unbumped | Same as above, this time with a different, non-working texture. |
testroom_water03 | Test | Prototype | Water test/physics. | A huge room with a water pool and four crates. |
water | Test | Prototype | Water test. | Close to above, but this time has deeper pool and stairs lead to the skybox. |
grimm
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|---|---|---|---|
(N/A) |
hl1_hazard
THESE ARE STRAIGHT CONVERSIONS FROM HL1 HAZARD COURSE MAPS. I WILL DOCUMENT THESE IN A BIT DIFFERENT MANNER. _OLD ARE 1:1 CONVERSION WITH OLD TEXTURES. WITHOUT _OLD HAVE SOME ADDITIONS TO THEM AND MODERN TEXTURES, THOSE I WILL LIST IN HERE.MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|---|---|---|---|
_OLD: map version 5 Newer: 27 | ||||
00: Barney "Superfly" added at the end pipe before level change. Alyx replaces Gina | ||||
01: Alyx replaces Gina once again. | ||||
02: Does not open | ||||
03: Does not open | ||||
04: Alyx replaces Gina once again. | ||||
05: Alyx replaces Gina, no turrets and Barney is the newschool Barney. Train is missing. |
horia
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
hdtestroom | Test | Prototype | Old model test. | Uses very old studio_model syntax. Some of those in a box. |
prefab_furniture01 | Small exploreable area | Concept | Furniture show-off | Apartments furniture and other props. Small specifically designed section to demo objects. |
prefab_handrails01 | dupe of '/aaron/prefab_handrails01' |
prefab_lockers01 | dupe of '/aaron/prefab_lockers01' |
prefab_pipes01 | dupe of '/aaron/prefab_pipes01' |
prefab_pipeset | Small exploreable area | Concept | Exterior pipes show-off. | Exterior pipes show-off. |
zoo_models_c17 | Small exploreable area | Concept | Furniture show-off. | 'prefab_furniture01' with slight cosmetic changes. |
hyper
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|---|---|---|---|
(N/A) |
Jake
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|
HydraScript | Test | Prototype | e3 hydra in a bare form to fix the scripting. | e3 hydra section in a bare form to fix out the scripting side of it. |
jeff
MAP NAME .VMF | What is it | State or purpose | What does it have | Comments |
---|---|---|---|---|
(N/A) |