Walls: Prospekt-era walls used at the end of chamber 00 and the start of the elevator. Also in "elevator" and "cameracantseemee"
Floor: Two floors. They are also in "elevator" and "cameracantseemee"
Cage: A cage made using "effects/shieldfield_red." This texture is seen in the first two screenshots of chamber 00 in Jeep Barnett's evolution video. The texture has been recreated in these screenshots in order to better showcase it.
Cage Collsion: Collisions for the red shield cage using invisible brushes.
Invis Cage: Similar to the last visgroup, but with the cage collisions reaching the ceiling.
"Cameracantseemee" and "elevator." Both visgroups are identical. They contain the end of chamber 00 circa the prospekt-era. Missing models have been added in in order to showcase how things would have looked.
Ditto. The soundscape is "portal_intro.tightspace."
Ditto, inside the elevator room.
Ditto, the elevator shaft.
Ditto, inside the "combine_elevator" model. Note that the logic relay, which executes when the elevator reaches the top, points to a non-existent "prop_elevatordoor_ent_rm2," likely the elevator door to the Half-Life 2 elevator model.