Talk:Dhabih Eng Era

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Dhabih Eng around 23-28/7/2000 evidenced by Siggraph content (https://valvearchive.com/archive/Other%20Files/Email%20Archive/David%20Speyrer/Bun_FreeTVs.PNG)

  • - Long train ride introduction
  • o Hl1 gargantua slice
  • - Borealis moved to later in plot (not in arctic to begin with, no sack ticks)

Combine are now a combination of the 3 race ideas

  • Troops from the 3 races are featured together, some are fused designs others are not
  • Slightly cartoonish like early tf2 style but dark
  • Synths styled to have glowing exposed components
  • Character proportions are a bit strange

Scanner from this era is only in concept art and sounds

  • Sounds indicate charging stations and possible ability to fire energy balls, also a dive bombing behaviour and poison gas later
  • Piranha like movement

Man hack from this era only has textures and sounds

  • Possible outline in graphics card wallpaper
  • More clothing variety
  • Kids in factories
  • o Captain Vance
  •  Conscripts
  •  Younger alyx
  •  distinguishable clothing
  • - Something about hl1 styled xen enemies
  • o Gargantua train sequence
  • o Slightly updated bullsquid, higher res than hl1 but still cartoony
  • - Manhack arcade
  • - Lab teleport introduced
  • o Originally fails to go to kraken base
  • - Quarry town with monk, traps and mines
  • o Went into scurry mine field then encountered some antlions
  • o Next place is a safe camp run by Captain Vance or eli
  • o First proper player drivable vehicle, digger, earlier was manhack and rocket
  • o Vehicles where designed to be small segments, changed later for more engagement
  • - Eli Maxwell Scrapyard tbot
  • o Concept art for tbot has the right proportions and features but different details to the textures and known model components
  • o Era started with tbot design
  • o Scrapland vignette seems related to some inspiration from forbidden planet
  •  Dusty glass grill
  •  Extending legs
  •  New posture Looks like a beetle sitting down
  • o Early Physics manipulator design (beam physgun)
  • - Antlion caves
  • o Much larger open spaces after eli den, planned to be even larger than the Antlion caves introduced with grub extract
  • o Antlion grubs were partially used but never fully as their purpose was still being figured out, left until episode 2 to be refined
  • o No bug bait control, guard actually threw dangerous version like poison
  • - Wasteland
  • o Catch train, after a bit need to move on foot for some reason
  • - Depot
  • o Originally a prison
  • o Gunship construction
  • o Catch train to air ex
  • o Antlions attack with you but against you too
  • - Citadel incinerator
  • - Trench coat metro cop older icon stunstick
  • - Computer Chips plot element in spire/weather control
  • o Weather related?
  • o Allowing use of combine weaponry?
  •  Specifically mentioned in audio
  •  Player may already have one to use physics manipulator
  • - Cremators
  • - Early physics implementation (ipion virtual physics still used)
  • o brickbat
  • o Physics manipulator considered as an ingame weapon

Particle storm

  • Only limited particle system remains
  • Sounds for forming, dissipating, hovering and lightning strikes
  • A node for “particle storm rock spawn”, possibilities include
  •  Something for it to grab and throw
  •  Something that is a consequence of it attacking, allowing you to attack it
  •  Something for it to protect and for you to attack
  •  Something for it to spawn from
  • If not a proper enemy it is Possibly a method to keep the player within the playable area, like leeches or piranhas in the ocean, somewhat similar to the guardians in halo multiplayer maps
  • - Sand Barnacle?


Real world antlions inspired 3 things

  • The name of the hl2 antlions, a minor ability to be hidden under the ground
  • Helped inspire the sacktick
  • Behaviour might have inspired the sand barnacle

The sand barnacle: (speculation based on engine features and mechanical analysis of antlions that theres no way the devs didn't do) Trapping method

  • Slippery sand funnel using an animated displacement activated with player or enemy moving close
  • Real antlions also throw sand at their victims to make them fall quicker

Hiding method

  • Mostly buried in sand

Attack method

  • Melee attacks by wriggling body when close

Corpse removal method

  • Re-burry self with body?


Normal barnacle:

trapping method

  • dangling Sticky tongue

Hiding method

  • Attach to ceiling

Attack method

  • Melee attacks with mouth when close

Corpse removal method

  • Move ragdoll into ceiling


Differences before

  • Plane changed to helicopter? Or vice versa (voice files and outline in rtb: uncorrected proof)

Two Different consul designs

  • More cartoony
  • - Two different consul confrontations
  • o Kidnapped alyx
  • o Semi-immortal tormented machine
  • - Maybe Kleiner/Eli
  • - Tile semi-organic metal citadel vs laser weapon on top in vignette and concept art
  • o Bus ride
  • - Skitch added in later half
  • - City 17 full of sky scrapers
  • o Plane crashes into one of them in Vertigo map, alyx captured, escape to other roof tops that have stalkers on them
  • - Citadel positioning in relation to manhack arcade
  • - air exchange
  • o polluter
  • o atmosphere portal dam
  • - New Tripod hopper?
  • - Vertigo art deco museum then palace

Differences after

Two Different consul designs

  • Consul Patrick Stuart star trek inspiration
  • - Vignette tbot description vs concept art
  • - Skitch added in later half
  • - City 17 barely any sky scrapers
  • - air exchange
  • o polluter
  • o atmosphere portal dam
  • - Antlion caves merged with quarry cave part of raven holm as victory mine
  • - Player drivable Vehicle added to Wasteland traversal
  • - Wasteland cut down to coast
  • - Slow drift from cartoon esque to realistic with same maps/plot
  • - ??/11/2001 chargeable gravity gun added maybe

Key dates

  • 11/10/2000 stalker sounds
  • 17/10/2000 all headcrab bite sounds
  • 23/10/2000 binocular signal sounds
  • 28/10/2000 alyx voice lines and after hurt
  • 29/10/2000 much more sounds for flying apc turret

1/11/2000

  • enemy soldiers after crash (helicopter) into sky scraper
  • ricochet release date
  •  idea for city logo from platform designs
  •  possible reuse of content from tf2 development
  • • heads from realistic tf2
  • • armour is similar to space romans
  •  slight possibility of late development aleph character model
  • 8/11/2000 new bullsquid sounds
  • 14/11/2000 first mention of town, phys town zombie town trap town
  • 15/11/2000 to 14/12/2000 manhack sounds
  • 17/11/2000 to 22/11/2000 ice axe sound
  • -
  • - 8/01/2001 first manhack test room
  • - 12/01/2001 to 16/01/2001 vortigaunt voice
  • - 23/01/2001 vort test map
  • - 9/03/2001 first wasteland scanner sound
  • - 27/03/2001 alien assassin ball sounds for tripwire
  • - 30/03/2001 gunship sounds
  • - 30/05/2001 to 6/11/2001 roller and roller bull sounds
  • - 6/09/2001 roller mine sounds
  • - 21/09/2001 to 26/09/2001 Particle storm sounds
  • - ??/11/2001 vampire: the masquerade -bloodlines starts development
  • o barely updated the sdk once downloaded, forced into crunch so no time to deal with changes in how source worked
  • o Old console variables for charged gravity gun
  •  Sounds for this still exist