Episode One - Unused Visgroups/Citadel

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ep1_citadel_00

The first map in Episode One's campaign which contains the car throw scene. There are two unused visgroups here, _choreo_deleted and _randy_temp

_choreo_deleted

Hidden inside the rubble next to where Dog throws you across the gap is a func_brush entity named "pclip_boulder", 3 scripted sequences named "SS_dog_clearpath_1", and an npc_furniture entity using the missing model "ghostanim_dogscrap".

Citadel00choreodeleted 2.png
Citadel00choreodeleted.png

_randy_temp

This visgroup contains multiple removed details, such as an extra fire in the starting area, rubble made from displacements overlapping modeled rubble in the final game, and rubble models floating far out of the playable space.

Citadel00randy temp floating details.png
Citadel00randy temp displacement rubble.png
Citadel00randy temp fire.png


ep1_citadel_01

The second map in ep1, contains the Citadel vista, the Advisor scene, and the bridge vortex. Like the previous map there are two unused visgroups, _podroom_startents and _brushvortex

_podroom_startents

Entities for the player (and Alyx!) to spawn just outside of the Advisor pod scene.

Citadel01 podroom start.png

_brushvortex

The annoying bridge setpiece near the end of the game originally had a func_rotating entity named "rot_spinners" instead of the particle system used in the final game. The func_rotating entity includes the missing texture models/props_combine/stasisshield_sheet_dx7

Citadel01 brushvortex.png

ep1_citadel_02

After a not very interesting first 2 maps, ep1_citadel_02 comes in with 17 unused visgroups! This map is notable for the bridge puzzle.

bridge_lights

Various combine lights scattered around the bridge room

_old_sounds

Ambient_generics next to the energy beams at the bottom of the bridge room.

Citadel02 old sound.png

_artpass

Contains a removed light above the area Alyx unlocks right before the level transition. Curiously enough, there is a hint_node entity left behind in the map

Citadel02 artpass.png

_railings

Railings near the end of the map

_fog_skybox

Scrapped 3d skybox containing a box of missing textures.

_generic_actor

A generic_actor entity called "dropshit_target" which was going to be parented to the dropship near the end.

ill finish thisl ater i dont have the energy
_art_pass_removedlights

_2nddestroyedpanel

breaking_bridge

_stalkers

_old_transitionspace

_glass

_badlips

_perf_pass1

_old_transition

_art removals

_old_nodes

ep1_citadel_02b

No unused visgroups

ep1_citadel_03

This map makes up for the previous one by having 26 unused visgroups!